DjWarmonger
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73c62f1b4c
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Restore cut ring around main town.
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2016-12-21 22:23:55 +01:00 |
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DjWarmonger
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4b3a878c00
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Fix for passability.
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2016-12-21 13:37:19 +01:00 |
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DjWarmonger
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a0596ebecf
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Add clearance under town to ensure passability.
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2016-12-21 10:43:24 +01:00 |
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DjWarmonger
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cc452bdfa9
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Improved road routing so they can go under any passable object.
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2016-12-21 10:10:37 +01:00 |
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DjWarmonger
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f78b524731
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- Remove obstacle in front of player-owned towns
- Allow obstacles to touch town object
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2016-12-20 15:23:47 +01:00 |
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DjWarmonger
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e37c35e439
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Zone guard will cause object be placed as far away from it as possible in both zones.
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2016-12-20 11:58:39 +01:00 |
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DjWarmonger
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ee3aec55f2
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Correct implementations of A* algorithm. Seemingly fixes #2496, it's also faster.
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2016-12-15 16:29:23 +01:00 |
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DjWarmonger
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63d33a1e7c
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Extract priority queue construction for reuse.
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2016-12-15 12:58:16 +01:00 |
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DjWarmonger
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4102546977
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Corrected road generation - they will be straight whenever possible.
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2016-12-15 12:36:47 +01:00 |
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AlexVinS
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609c6f81bd
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Fixed a few CWE-457
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2016-11-27 22:37:41 +03:00 |
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DjWarmonger
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56b201e7e8
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Fixed CID 1366289 and 1366290.
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2016-11-25 19:32:54 +01:00 |
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AlexVinS
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5a3854a8de
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Fixed CID 1288852, CID 1243202
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2016-11-25 16:51:31 +03:00 |
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AlexVinS
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db40e125eb
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Fixed CID 1243181, CID 1197449, CID 1366374, CID 1366377, CID 1366359
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2016-11-24 21:56:30 +03:00 |
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dydzio
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5c07e1c432
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Minor typo fixes
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2016-11-10 11:51:47 +01:00 |
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Vadim Markovtsev
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c696746017
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Fix some compilation warnings
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2016-10-28 08:07:05 +02:00 |
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AlexVinS
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42e7128acc
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Fixed possible use-after-free crash with artifacts registration in RMG.
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2016-09-08 14:48:48 +03:00 |
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AlexVinS
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6dc47a2de0
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Fixed use-after-free crash with quests registration in RMG.
* code taken from PR #200
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2016-09-08 14:48:46 +03:00 |
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Arseniy Shestakov
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452e28d183
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Remove some useless includes found by cppclean
This of course was tested and shouldn't break anything
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2016-08-26 04:42:16 +03:00 |
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DjWarmonger
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dea39b8497
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Complete solution for Subterranean Gate placement.
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2016-08-15 21:37:38 +02:00 |
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DjWarmonger
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7600f8cf08
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Quick fix - stop spawning Subterranean Gates at the edge of the map.
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2016-08-14 08:36:15 +02:00 |
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DjWarmonger
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f995756973
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First part of Subterranean Gates rework. Fixes #http://bugs.vcmi.eu/view.php?id=2450
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2016-08-13 19:48:44 +02:00 |
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DjWarmonger
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8186fcae99
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Removed some legacy code, work in progress.
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2016-08-13 12:42:45 +02:00 |
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DjWarmonger
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452027cd8d
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Handle ObjectInfo via pointer to avoid expensive copy.
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2016-08-11 10:49:19 +02:00 |
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DjWarmonger
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2410f0af61
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- WeightedRule optimization - part 1
- comments, style
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2016-08-11 07:49:08 +02:00 |
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DjWarmonger
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2bffd4e5c1
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Moar optimization!
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2016-08-09 13:40:46 +02:00 |
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DjWarmonger
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7f0b852449
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Huge optimization based on profiling - cut generation time by almost half (Jebus XL+U).
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2016-08-09 10:12:13 +02:00 |
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DjWarmonger
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08dccb4cc3
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Use binary search for roulette wheel. TODO: implement in other places.
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2016-08-08 22:16:31 +02:00 |
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DjWarmonger
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7db2fc6d25
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Fixes. Works correctly only for player factions configured in RMG options.
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2016-08-06 12:16:13 +02:00 |
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DjWarmonger
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f980de7107
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Place starting zones on surface/underground depending on player faction - first draft.
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2016-08-06 10:04:03 +02:00 |
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AlexVinS
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57e588cba1
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attempt to fix travis build
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2016-07-28 13:15:19 +03:00 |
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DjWarmonger
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5a1383fea8
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Correct implementation for previous fix.
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2016-07-25 18:37:42 +02:00 |
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DjWarmonger
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d9556332e1
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Hopefully fixed zone guards misplaced due to paths connecting at acute angles.
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2016-07-24 18:15:23 +02:00 |
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DjWarmonger
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40f28778c2
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Minor optimization, saves few seconds.
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2016-07-14 14:24:11 +02:00 |
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DjWarmonger
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7d7b51d0db
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Generated zones can now have different sizes depending on template.
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2016-07-13 10:35:31 +02:00 |
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DjWarmonger
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1d8fb01f46
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More even distribution of surface / underground zones + refactoring.
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2016-07-13 07:54:52 +02:00 |
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DjWarmonger
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ac68dca328
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Fixed zone placer so it now correctly evaluates found solution.
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2016-07-12 21:23:45 +02:00 |
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DjWarmonger
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aecf834cc1
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Fixed placing of close objects #2447. Some additional refactoring.
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2016-07-12 11:42:03 +02:00 |
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DjWarmonger
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e1e520f0a2
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Removed "growing" zones which don't fit the rest of algorithm. Zones are now better connected on complex maps.
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2016-07-11 15:44:24 +02:00 |
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DjWarmonger
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c3cbe89e2a
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Last improvement: attract zones and push them bakc in separate steps.
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2016-07-10 18:16:32 +02:00 |
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DjWarmonger
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87ef3701aa
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Probably better fitness function.
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2016-07-10 16:37:54 +02:00 |
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DjWarmonger
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8ceceb897e
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Fixed zones falling into negative cordinates. Should fix "assert(size)" crashes.
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2016-07-10 14:32:45 +02:00 |
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DjWarmonger
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fb3adf762a
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Improved zone placer - zones on different levels are allowed to overlap completely.
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2016-07-10 13:32:33 +02:00 |
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DjWarmonger
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f139b70279
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Changed Subterranean Gate placement algorithm - now they are meant to be equidistant from both zone centers.
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2016-07-10 12:29:48 +02:00 |
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DjWarmonger
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a66893af28
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Fixed bug with Subterranean Gates:
Failed to connect (-1,-1,-1) with center of teh zone.
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2016-07-10 10:11:29 +02:00 |
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DjWarmonger
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cfacd1adc3
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Random template format change:
Tempaltes now can have optional "name" parameter for different names than identifier.
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2016-06-06 11:30:51 +02:00 |
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DjWarmonger
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4101cabc22
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Hidden unnecessary log.
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2016-06-05 10:25:52 +02:00 |
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DjWarmonger
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053b342721
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Minor optimization for object selection.
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2016-06-05 10:18:10 +02:00 |
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DjWarmonger
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8f1fba9551
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Merge pull request #146 from vcmi/feature/VCMIMapFormat1
Ok let's try it.
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2016-03-01 07:49:54 +01:00 |
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DjWarmonger
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fba1e86091
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An experiment - instead of hard limit function use modulo wrap-around for zone placement. Should be more logical and give zones more space.
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2016-02-23 12:11:25 +01:00 |
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AlexVinS
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150fcc9422
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Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1
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2016-02-15 13:39:00 +03:00 |
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