Arseniy Shestakov
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cdd9dbc7f1
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Code style: avoid some ambiguous else if indentation
If some code intentionally want to break else if to achieve specific indentation there must be braces.
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2017-07-19 03:42:26 +03:00 |
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Arseniy Shestakov
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f1e5797834
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Code style: move or add licensing information on top of every file
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2017-07-14 01:26:03 +03:00 |
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DJWarmonger
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4d1fb67594
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Sanity check for Coverity #1366290.
(Vector should never be empty, especially for chosen zone).
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2017-05-27 21:37:05 +02:00 |
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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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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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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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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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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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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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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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Ivan Savenko
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c3ce4b25df
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Removed all #include's of CMap.h from headers.
To all - please, avoid #include's in headers as much as possible
This kills incremental build compile times
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2015-12-02 21:05:10 +02:00 |
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DjWarmonger
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0acae7a708
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Additional adjustment of zone positions to ensure balanced zone sizes.
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2015-01-16 19:28:27 +01:00 |
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DjWarmonger
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75d407b59a
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Last improvements - zones on simpler maps should not be smashed.
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2014-12-23 18:16:53 +01:00 |
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DjWarmonger
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53b3ea8d97
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Final update for zone placer.
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2014-12-23 14:26:14 +01:00 |
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DjWarmonger
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0dbfee0edb
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Final shape of algorithm
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2014-12-23 13:49:07 +01:00 |
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DjWarmonger
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990e38e961
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Fixes for placement.
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2014-12-23 12:42:59 +01:00 |
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DjWarmonger
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868d2f61ee
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New zone placement algorithm
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2014-12-23 11:39:41 +01:00 |
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DjWarmonger
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0e34775770
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Important fix.
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2014-12-23 10:42:01 +01:00 |
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DjWarmonger
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875bfb025e
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Better fitness function(s)
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2014-12-22 23:35:19 +01:00 |
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DjWarmonger
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b52eeb2263
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Remember "best" placement at right moment.
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2014-12-22 21:47:19 +01:00 |
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DjWarmonger
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067b56dda4
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Zone placer will remember the best solution, not the last generated.
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2014-12-22 21:33:37 +01:00 |
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DjWarmonger
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d280b0ac9f
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Cleaned some logs.
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2014-11-01 09:52:56 +01:00 |
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DjWarmonger
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b61b79b458
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For 0.97 release: generate full underground to avoid many issues
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2014-10-31 18:47:10 +01:00 |
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DjWarmonger
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dd0033b5a4
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Zones will now not bounce off map edges too much, should allow more space in the middle of a map.
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2014-10-31 17:55:47 +01:00 |
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DjWarmonger
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afaf74a05b
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Improved zone sizes for two-level maps.
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2014-10-31 13:37:23 +01:00 |
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DjWarmonger
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7ac3713d32
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Significantly improved zone graph placement.
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2014-10-31 12:58:55 +01:00 |
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beegee1
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c1ac95b288
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- fixed Clang compiler warnings
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2014-08-04 20:36:00 +02:00 |
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DjWarmonger
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3acbda75ef
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Restored old function signature for sanity.
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2014-07-27 13:59:53 +02:00 |
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DjWarmonger
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b99d6f862d
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Improved gravity algorithm. Now zones will start as small and inflate until they fill the map.
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2014-07-26 10:02:33 +02:00 |
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DjWarmonger
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866cd6f540
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Allow underground zones to connect more easily. Regression: Obstacles spawn at zone boundaries.
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2014-07-07 18:01:15 +02:00 |
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DjWarmonger
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f3ccdc8a21
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Even distribution for surface / underground zones.
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2014-07-06 10:43:30 +02:00 |
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DjWarmonger
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9cfbbb2048
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Merge underground maps with develop. There is a serious issue with rendering rock tiles, which may cause crash.
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2014-07-05 15:22:53 +02:00 |
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DjWarmonger
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05c2a4e716
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Better gravity-based algorithm.
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2014-07-04 11:51:28 +02:00 |
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DjWarmonger
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d4d3f1a568
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More tweaks.
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2014-07-04 09:54:55 +02:00 |
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DjWarmonger
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d118fbffe8
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Correct placement of subterranean gates.
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2014-07-03 17:24:28 +02:00 |
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DjWarmonger
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60a5c764b8
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Correct zone placement & sizing for underground maps.
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2014-07-03 12:28:51 +02:00 |
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DjWarmonger
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37463a3e45
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Zone position will be moved to its center of mass.
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2014-06-01 21:01:18 +02:00 |
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DjWarmonger
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690f4a650a
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Even better zone shapes.
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2014-05-28 21:11:10 +02:00 |
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DjWarmonger
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c627aa608a
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Merge branch 'develop' of https://github.com/vcmi/vcmi into RMG
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2014-05-28 19:34:12 +02:00 |
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DjWarmonger
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8f033a7834
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Golden ratio for smoother zone shapes.
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2014-05-25 13:30:47 +02:00 |
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AlexVinS
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c40c79fa94
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Make gcc happy
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2014-05-25 13:02:15 +04:00 |
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DjWarmonger
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69457dbd75
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- Implemented some really nice gravity-based algorithm
- Fixed zones placed outside the map (causing various bugs)
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2014-05-25 06:20:02 +02:00 |
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DjWarmonger
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b9de3875d9
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- Attempt to move zones away from map boundaries
- Tweaking algorithm parameters
- Refactorings
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2014-05-24 18:39:58 +02:00 |
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