Use the non-deprecated createObjectGroups variants, so that one doesn't
have to do 10 million placement attempts...
Mark the area (land, water, island) and only chose random locations from
these areas using createObjectGroupsByAreas.
Don't ignore the map border for siege engine patrol points, because
AvoidClassesConstraint is very slow for large radiuses.
This was SVN commit r21088.
Add NearTileClassesConstraint that is satisfied when there is a tile
marked with the given class in the given range.
Use it for the grass and mountain terrain painting on Pyrenean Sierra.
This was SVN commit r21085.
Implements the Gift-Wrapping algorithm to compute the convex hull.
Replace the latter half of the pathplacer with this new placer, refs
#892.
Improves the performance a bit, refs #5011.
Use the new placer on Kerala and Hyrcanian Shores to replace the
workaround from 903e094f62, refs #4855
(the area is not supposed to be parallel to the meandering river).
This was SVN commit r21082.
Removes the according duplication in placers and makes the loops over
these points onedimensional, refs #4805.
JSdoc for centric placers, refs #4831.
This was SVN commit r21080.
This used to build so the include of CStr.h disappeared from the include
chain at some point. PCH builds kept working because this file is
included in precompiled.h for the engine project.
Differential Revision: https://code.wildfiregames.com/D1273
Reviewed By: Imarok
This was SVN commit r21075.
Change the time to completion to a countdown and remove the tooltip on
the health bar.
Move the number of builders to the time speed-up tooltip.
Remove the build rate tooltip.
Differential Revision: https://code.wildfiregames.com/D572
Early review by: wraitii
Comments by: bb
This was SVN commit r21072.
ChainPlacer, ClumpPlacer, SimpleObject receive the vectors that are in
place everywhere already, refs #4845.
Add public setCenterPosition to CenteredPlacer and Group rather than
writing private properties of the prototypes.
ChainPlacer and ClumpPlacer simplifications, deduplication and renames,
refs #4805.
Replace placeObject global with RandomMap placeEntity members, refs
#4804.
Split to placeEntityPassable / placeEntityAnywhere, as well as
validTilePassable / validTileAnywhere to more cleanly distinguish actor
and casual entity placement.
No more does SimpleObject create Entity instances and register entityIDs
if they are never placed.
Removes the map global reference from the Entity constructor, refs
#4964.
By definition of what is passed to the engine, an Entity has an ID and
position, so keep it impossible to create Entities without IDs.
Implement randomPositionOnTile so that there aren't different
implementations thereof, including unintented ones as in
ardennes_forest.js in 2f7610160f.
On Caledonian Meadows, remove unused pathplacing code, to be superseded
by #4368.
On Schwarzwald, delete unused startLocations following b180ad3e5d.
On Latium, replace complicated duplicated hardcoded fish location
computation with a simple HeightConstraint, refs #4960.
This was SVN commit r21069.
Delete clPath there altogether because it's never written to, nor
terrain textures painted.
Replace other inclusionCount references with common avoidClasses
constraints.
Remove now unneeded undefined checks.
Make nomad units on Wild Lake avoid gaia camps.
This was SVN commit r21063.
TS_ASSERT_EQUALS_APPROX must not silently pass if epsilon wasn't given.
Sort Vector2D.rotate summands by component rather than saving one
character.
This was SVN commit r21062.
Those chinese were added at the time were terra magna could have been
part of the mod, I'm keeping a copy but they should probably be deleted.
This was SVN commit r21052.