mirror of
https://github.com/vcmi/vcmi.git
synced 2025-08-15 20:03:15 +02:00
Fixed issue with empty mage guild on random maps.
This commit is contained in:
@@ -958,6 +958,12 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
|
||||
town->builtBuildings.insert(BuildingID::FORT);
|
||||
town->builtBuildings.insert(BuildingID::DEFAULT);
|
||||
|
||||
for (auto spell : VLC->spellh->objects) //add all regular spells to town
|
||||
{
|
||||
if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
|
||||
town->possibleSpells.push_back(spell->id);
|
||||
}
|
||||
|
||||
if (!totalTowns)
|
||||
{
|
||||
//first town in zone sets the facton of entire zone
|
||||
@@ -996,6 +1002,12 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
|
||||
town->tempOwner = player;
|
||||
town->builtBuildings.insert(BuildingID::FORT);
|
||||
town->builtBuildings.insert(BuildingID::DEFAULT);
|
||||
|
||||
for (auto spell : VLC->spellh->objects) //add all regular spells to town
|
||||
{
|
||||
if (!spell->isSpecialSpell() && !spell->isCreatureAbility())
|
||||
town->possibleSpells.push_back(spell->id);
|
||||
}
|
||||
//towns are big objects and should be centered around visitable position
|
||||
placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
|
||||
cutPathAroundTown(town);
|
||||
|
Reference in New Issue
Block a user