DjWarmonger
79da7b92ce
Templates now contain info about mines.
2014-06-14 20:05:19 +02:00
DjWarmonger
93b44de63c
Handling "terrain type" and "match terrain to town" options.
2014-06-14 17:14:59 +02:00
DjWarmonger
6cbcfbf0a9
Sealed-off treasure piles will be discarded and filled with obstacles.
2014-06-13 12:04:17 +02:00
DjWarmonger
edd46d87c1
Treasure pile entrance/guard will always be aimed at the center of the zone.
2014-06-13 08:00:26 +02:00
DjWarmonger
2c1001f8e0
Making sure that treasure piles and other objects will always be accessible from the center of zone.
2014-06-12 21:51:16 +02:00
DjWarmonger
236b3ec807
Zones will get random network of passable paths inside them. Treasures will try to fill all remaining fields.
2014-06-12 21:10:43 +02:00
DjWarmonger
1a34297c33
Rearranged treasure pile info.
2014-06-08 14:35:41 +02:00
DjWarmonger
c82bfd0f3e
- Fixed guard generation
...
- Added Jebus template for comparison
2014-06-08 08:42:29 +02:00
DjWarmonger
fed2821a94
Fixed behaviour with extreme treasure values.
2014-06-07 22:27:36 +02:00
DjWarmonger
81a64a8e67
Templates can now use multiple configurations of treasure piles.
2014-06-07 15:51:03 +02:00
DjWarmonger
b3a39f4920
Misc improvements & tests.
2014-06-07 14:02:57 +02:00
DjWarmonger
dd5c94fa1e
Fixed overlaping of treasure piles.
2014-06-07 10:47:38 +02:00
DjWarmonger
b68f16e89e
Make sure that non-removable objects have their visitable tile accessible.
2014-06-07 10:13:59 +02:00
DjWarmonger
743d8dcf9f
Treasure piles won't be placed at free tiles.
2014-06-07 09:09:50 +02:00
DjWarmonger
e4ea6727b7
Treasure piles should always be accessible.
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Boosted treasure value for better overview.
2014-06-05 21:37:39 +02:00
DjWarmonger
1746ab8c12
Added spell scrolls to the mix.
2014-06-05 20:19:42 +02:00
DjWarmonger
e54c816c92
Treasure piles can now cover several tiles.
2014-06-05 17:19:11 +02:00
DjWarmonger
c470b9606b
Obstacles won't be generated around unguarded objects.
2014-06-04 20:59:01 +02:00
DjWarmonger
464ffc4afa
Implemented (hopefully) original treasure randomization algorithm.
2014-06-04 19:08:04 +02:00
DjWarmonger
fdb81f4d5c
Reading treasure values from config.
2014-06-04 15:16:23 +02:00
DjWarmonger
62e9f13b08
- Implemented guard generation formula following this post http://forum.vcmi.eu/viewtopic.php?p=12426&sid=09f5fac8992dc880eb6a720615787ca0#12426
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- Some primitive way to randomize treasures
2014-06-04 10:16:08 +02:00
DjWarmonger
6221f4ac2c
- Corrected guard types
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- Corrected town positions
2014-06-03 08:57:20 +02:00
DjWarmonger
2aa53e9568
Corrected guard calculation to match OH3.
2014-06-02 15:38:42 +02:00
DjWarmonger
7db06e6bd0
Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG
2014-06-01 21:53:00 +02:00
DjWarmonger
37463a3e45
Zone position will be moved to its center of mass.
2014-06-01 21:01:18 +02:00
DjWarmonger
7f31b7dddb
- Zone guards will now match template settings.
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- Added guards for monoliths.
2014-06-01 16:31:49 +02:00
DjWarmonger
3c5a65af3d
- Random monsters will have proper strength.
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- Fixed blocking of tiles under objects
2014-06-01 14:10:44 +02:00
DjWarmonger
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
DjWarmonger
e97933035c
Randomized connections placement (?)
2014-06-01 10:15:03 +02:00
AlexVinS
f212c8221d
[RMG]Fix gcc build, remove some unused variables
2014-05-31 16:11:20 +04:00
DjWarmonger
3c6a1fb715
Large objects will not spawn at blocked tiles.
2014-05-31 12:26:59 +02:00
DjWarmonger
8e8b27087a
Ground connections between adjacent zones.
2014-05-31 10:56:14 +02:00
DjWarmonger
8ab2a8df86
Zone borders.
2014-05-30 21:23:41 +02:00
DjWarmonger
8c24ea0bfb
Introduced 3-value logic for free, blocked and possibly occupied tiles. Refactoring.
2014-05-30 16:50:06 +02:00
Ivan Savenko
1d17d60449
gcc update:
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- removed support for 4.6
- compilation fixes for 4.7
2014-05-29 13:42:05 +03:00
AlexVinS
c40c79fa94
Make gcc happy
2014-05-25 13:02:15 +04:00
DjWarmonger
b9de3875d9
- Attempt to move zones away from map boundaries
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- Tweaking algorithm parameters
- Refactorings
2014-05-24 18:39:58 +02:00
DjWarmonger
021c6b9af3
All zones will be painted with terrain. Removed unused code.
2014-05-24 14:33:22 +02:00
DjWarmonger
d2fd71d087
Zone shapes & terrains work nicely.
2014-05-24 14:06:08 +02:00
DjWarmonger
27dcf70b1a
Randomized center positions of zones.
2014-05-24 12:42:06 +02:00
DjWarmonger
3a6f748fb5
Paint native terrain in zones.
2014-05-23 21:43:33 +02:00
DjWarmonger
75cea9206d
- Fixed uninitialized guarding creature positions
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- Fix for guard placement
2014-05-23 19:45:17 +02:00
DjWarmonger
35d6215b7b
jfhs patch integration is now complete:
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Lots of fixes for object placement.
Fixed blocked paths on generated maps.
2014-05-23 19:14:33 +02:00
DjWarmonger
4ea9810831
First version that works:
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- Covered RMG with exceptions
- Fixes for object randomization & placement
2014-05-23 17:12:31 +02:00
DjWarmonger
5b0b152aa3
Trying to restore recent type of mapGenOptions.
2014-05-23 11:56:51 +02:00
DjWarmonger
1e1dce20a8
Something that compiles, but crashes when launching RMG map.
2014-05-22 19:25:17 +02:00
beegee1
1ac328635a
- Added handler classes CRmgTemplateStorage and CTerrainViewPatternConfig to LibClasses
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- Re-organized CMapGenerator
- Created CZone and CTemplate objects in the heap and used pointers
- Added stub classes CZoneGraphGenerator and CZonePlacer (include warnings of unused variables, please ignore them)
- Fixed CRandomGenerator bug that always the same number was produced
- Better structure of Visual Studio project files with using filters
- Updated project files (VS, CMake)
- Excluded compiler warning mismatched-tags (false positive)
- Fixed a bug when compiling with unit tests enabled
2013-08-17 12:46:48 +00:00