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Commit Graph

270 Commits

Author SHA1 Message Date
DjWarmonger
fe6fa895c3 More or less working RMG roads. 2015-05-25 18:06:17 +02:00
DjWarmonger
2c88ddf5ed Something works it seems 2015-05-25 17:47:32 +02:00
DjWarmonger
6d502ef1a1 Implemented A* algorithm to draw shortest roads - but not correct roads yet. 2015-05-25 16:37:57 +02:00
AlexVinS
6448bc6a50 [gcc] fix build 2015-04-12 08:25:53 +03:00
DjWarmonger
a0840100df Different fractalization algorithm that enforces cycle generation. 2015-04-11 13:46:17 +02:00
DjWarmonger
69c58c6c25 Experiment: fractalize RMG zones before placing important objects. The downside is that it won't be possible to draw road as straight line anymore. 2015-04-11 12:47:41 +02:00
AlexVinS
84a2623c37 more experiments 2015-04-03 07:06:29 +03:00
AlexVinS
27c46c83d6 describe roads placement in log 2015-04-03 05:50:02 +03:00
AlexVinS
76193c4c5c More experiments WIP. 2015-04-03 05:47:22 +03:00
AlexVinS
eb60d9737f more sensible road placement 2015-04-03 05:47:20 +03:00
AlexVinS
4c4ad480c5 added experimental usage of roads 2015-04-03 05:47:01 +03:00
Ivan Savenko
eef45b5ae8 Fixed warnings 2015-03-31 00:55:37 +03:00
DjWarmonger
ed33d99ac7 Silenced some more logs. 2015-03-28 22:17:45 +01:00
DjWarmonger
a0f534146c Fixed underground Lava terrain. 2015-03-28 22:03:38 +01:00
DjWarmonger
999c2a92e0 Inverted approach - first generate rock all over, then free accessible tiles. 2015-03-28 21:13:22 +01:00
DjWarmonger
9515d51bd2 Generate underground tunnels first to get a bit more of them. 2015-03-28 20:09:54 +01:00
DjWarmonger
a0d9ae4849 Refactoring - create underground rock for whole level at once. 2015-03-28 18:56:28 +01:00
beegee1
e9b7044c9b Fix mantis #1859, unknown pattern in underground 2015-03-28 16:41:26 +01:00
ArseniyShestakov
783dcfea2e CMapGenOptions: fix crash when computer only limit is used
Currently when there is computer only players set resetPlayersMap may try to change settings for more than 8 players which obviously cause crash.
Now if any of "players and computer limit" or "computer limit" is set to random we automatically set total limit to 8 players.
2015-03-14 22:19:24 +03:00
DjWarmonger
a1da08f802 Disabled Seer Huts for 0.97c. 2015-03-12 10:45:24 +01:00
DjWarmonger
a832b7efee Fixed #2026 2015-03-12 10:08:10 +01:00
DjWarmonger
f894abe494 Unified interface for object template. 2015-03-12 08:31:30 +01:00
DjWarmonger
cf74969603 Fixes, logging for Seer Huts 2015-03-11 22:17:35 +01:00
DjWarmonger
61071c46e1 Fixed monster amounts in Pandora Box. 2015-03-11 19:21:58 +01:00
DjWarmonger
3cc9705bfe Minor tweak. 2015-03-11 16:54:42 +01:00
DjWarmonger
01390e0c2c Optimization for random treasures. 2015-03-11 16:19:03 +01:00
DjWarmonger
ec879046ca Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
Okay let's do this!
2015-03-10 09:04:25 +01:00
DjWarmonger
f32849a73e Attempt to compile refactored spells in MSVS. 2015-03-09 19:24:45 +01:00
ArseniyShestakov
c9eba40fe6 Updated CGTeleport and new CGMonolith / CGSubterraneanGate / CGWhirlpool
Now CGTeleport is not publicly available handler, but generic class for teleport channels usage.
Teleport channels are stored as part of information about the map.
2015-03-08 16:11:23 +03:00
DjWarmonger
6ace53d8b9 Functional RMG Seer Huts, still there are some mysterious bugs. 2015-03-01 13:26:54 +01:00
DjWarmonger
9453250e0f Spawn quest arts in nearby zones. 2015-03-01 10:20:49 +01:00
DjWarmonger
67ab90616d Seer Huts with exp / gold rewards. 2015-03-01 09:46:09 +01:00
DjWarmonger
dd887eb929 Fixes for Seer Huts. 2015-03-01 09:07:43 +01:00
DjWarmonger
4f1d96e5e8 Seer Huts part 2. 2015-02-28 22:37:04 +01:00
DjWarmonger
607375a9bc Generate Seer Huts with creature rewards 2015-02-28 21:14:45 +01:00
AlexVinS
685deddac1 Start spell-relatet files reorganisation
* moved existing files to separate directory
-> todo: split mechanics
2015-02-26 08:39:48 +03:00
AlexVinS
a3f2667376 Remove some deprecated fields from CSpell
* now only new SpellScholl API is used
(!) untested
2015-02-26 08:39:43 +03:00
DjWarmonger
c5e772eb78 Fixed issue which created large empty areas on two-level maps. 2015-02-25 19:34:02 +01:00
DjWarmonger
0acae7a708 Additional adjustment of zone positions to ensure balanced zone sizes. 2015-01-16 19:28:27 +01:00
DjWarmonger
ba604f4e43 Implemented "junction" zone type. 2015-01-16 17:39:16 +01:00
DjWarmonger
b7386250e9 Fixed fractalized paths inside zones. 2015-01-16 09:40:11 +01:00
DjWarmonger
fe180335de Important fix that prevents treasures from sealing off, adding too many blocked tiles. 2015-01-15 11:21:29 +01:00
DjWarmonger
9f05f53e65 Corrected monster agressiveness #2034 2015-01-10 10:23:58 +01:00
DjWarmonger
c22c3cdd80 Merge branch 'develop' of https://github.com/vcmi/vcmi into develop 2015-01-08 07:15:26 +01:00
AlexVinS
8deee7610c CMapGenerator.cpp: remove unused variables 2015-01-03 01:04:42 +03:00
DjWarmonger
7055357996 Fixed spell scroll generation #2024 2015-01-02 23:01:14 +01:00
DjWarmonger
fdd392e47c Add some space around unguarded treasures. 2014-12-26 21:13:13 +01:00
DjWarmonger
53c39f7d05 Treasure density and quality now matches OH3. 2014-12-26 19:35:45 +01:00
DjWarmonger
f5f0f61076 Density does not depend on zone size. 2014-12-26 17:13:41 +01:00
DjWarmonger
5fbd856a4c New rule for placement of unguarded treasures 2014-12-26 16:17:39 +01:00