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- Place all standard visitable objects
- Fixed some constructors
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22f811ea52
commit
0782557814
@ -311,8 +311,6 @@
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"object" : {
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"index" : 0,
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"rmg" : {
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"value" : 2000,
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"rarity" : 100
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}
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}
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}
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@ -871,6 +871,12 @@ void CGArtifact::initObj()
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blockVisit = true;
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if(ID == Obj::ARTIFACT)
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{
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if (!storedArtifact)
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{
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auto a = new CArtifactInstance();
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cb->gameState()->map->addNewArtifactInstance(a);
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storedArtifact = a;
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}
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if(!storedArtifact->artType)
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storedArtifact->setType(VLC->arth->artifacts[subID]);
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}
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@ -963,6 +969,11 @@ void CGArtifact::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer)
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void CGWitchHut::initObj()
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{
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if (allowedAbilities.empty()) //this can happen for RMG. regular maps load abilities from map file
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{
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for (int i = 0; i < GameConstants::SKILL_QUANTITY; i++)
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allowedAbilities.push_back(i);
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}
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ability = *RandomGeneratorUtil::nextItem(allowedAbilities, cb->gameState()->getRandomGenerator());
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}
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@ -158,6 +158,8 @@ public:
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CArtifactInstance *storedArtifact;
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std::string message;
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CGArtifact() : CArmedInstance() {storedArtifact = nullptr;};
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void onHeroVisit(const CGHeroInstance * h) const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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@ -719,7 +719,21 @@ bool CRmgTemplateZone::createTreasurePile (CMapGenerator* gen, int3 &pos)
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{
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for (auto treasure : treasures)
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{
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placeObject(gen, treasure.second, treasure.first - treasure.second->getVisitableOffset());
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bool objectFitsHere = true; //temporary workaround
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int3 visitableOffset = treasure.second->getVisitableOffset();
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std::set<int3> blockedOffsets = treasure.second->getBlockedOffsets();
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blockedOffsets.insert (visitableOffset);
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for (auto blockingTile : blockedOffsets)
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{
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int3 t = treasure.first + visitableOffset + blockingTile;
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if (!gen->map->isInTheMap(t))
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{
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objectFitsHere = false; //if at least one tile is not possible, object can't be placed here
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break;
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}
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}
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if (objectFitsHere)
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placeObject(gen, treasure.second, treasure.first + visitableOffset);
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}
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if (addMonster(gen, guardPos, currentValue))
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{//block only if the object is guarded
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@ -1368,116 +1382,29 @@ void CRmgTemplateZone::addAllPossibleObjects (CMapGenerator* gen)
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ObjectInfo oi;
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static const Res::ERes preciousRes[] = {Res::ERes::CRYSTAL, Res::ERes::GEMS, Res::ERes::MERCURY, Res::ERes::SULFUR};
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for (int i = 0; i < 4; i++)
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for (auto primaryID : VLC->objtypeh->knownObjects())
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{
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oi.generateObject = [i, gen]() -> CGObjectInstance *
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for (auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
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{
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auto obj = new CGResource();
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obj->ID = Obj::RESOURCE;
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obj->subID = static_cast<si32>(preciousRes[i]);
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obj->amount = 0;
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return obj;
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auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
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if (!handler->isStaticObject() && handler->getRMGInfo().value)
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{
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for (auto temp : handler->getTemplates())
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{
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if (temp.canBePlacedAt(terrainType))
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{
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oi.generateObject = [gen, temp]() -> CGObjectInstance *
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{
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return VLC->objtypeh->getHandlerFor(temp.id, temp.subid)->create(temp);
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};
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oi.value = 1400;
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oi.probability = 300;
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oi.value = handler->getRMGInfo().value;
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oi.probability = handler->getRMGInfo().rarity;
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possibleObjects.push_back (oi);
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}
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static const Res::ERes woodOre[] = {Res::ERes::WOOD, Res::ERes::ORE};
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for (int i = 0; i < 2; i++)
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{
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oi.generateObject = [i, gen]() -> CGObjectInstance *
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{
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auto obj = new CGResource();
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obj->ID = Obj::RESOURCE;
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obj->subID = static_cast<si32>(woodOre[i]);
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obj->amount = 0;
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return obj;
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};
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oi.value = 1400;
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oi.probability = 300;
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possibleObjects.push_back (oi);
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}
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oi.generateObject = [gen]() -> CGObjectInstance *
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{
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auto obj = new CGResource();
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obj->ID = Obj::RESOURCE;
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obj->subID = static_cast<si32>(Res::ERes::GOLD);
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obj->amount = 0;
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return obj;
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};
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oi.value = 750;
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oi.probability = 300;
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possibleObjects.push_back (oi);
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oi.generateObject = [gen]() -> CGObjectInstance *
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{
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auto obj = new CGPickable();
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obj->ID = Obj::TREASURE_CHEST;
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obj->subID = 0;
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return obj;
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};
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oi.value = 1500;
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oi.probability = 1000;
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possibleObjects.push_back (oi);
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oi.generateObject = [gen]() -> CGObjectInstance *
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{
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auto obj = new CGArtifact();
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obj->ID = Obj::RANDOM_TREASURE_ART;
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obj->subID = 0;
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auto a = new CArtifactInstance();
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gen->map->addNewArtifactInstance(a);
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obj->storedArtifact = a;
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return obj;
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};
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oi.value = 2000;
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oi.probability = 150;
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possibleObjects.push_back (oi);
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oi.generateObject = [gen]() -> CGObjectInstance *
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{
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auto obj = new CGArtifact();
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obj->ID = Obj::RANDOM_MINOR_ART;
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obj->subID = 0;
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auto a = new CArtifactInstance();
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gen->map->addNewArtifactInstance(a);
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obj->storedArtifact = a;
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return obj;
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};
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oi.value = 5000;
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oi.probability = 150;
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possibleObjects.push_back (oi);
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oi.generateObject = [gen]() -> CGObjectInstance *
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{
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auto obj = new CGArtifact();
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obj->ID = Obj::RANDOM_MAJOR_ART;
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obj->subID = 0;
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auto a = new CArtifactInstance();
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gen->map->addNewArtifactInstance(a);
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obj->storedArtifact = a;
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return obj;
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};
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oi.value = 10000;
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oi.probability = 150;
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possibleObjects.push_back (oi);
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oi.generateObject = [gen]() -> CGObjectInstance *
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{
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auto obj = new CGArtifact();
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obj->ID = Obj::RANDOM_RELIC_ART;
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obj->subID = 0;
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auto a = new CArtifactInstance();
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gen->map->addNewArtifactInstance(a);
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obj->storedArtifact = a;
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return obj;
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};
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oi.value = 20000;
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oi.probability = 150;
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possibleObjects.push_back (oi);
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}
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}
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}
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static const int scrollValues[] = {500, 2000, 3000, 4000, 5000};
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@ -1508,39 +1435,4 @@ void CRmgTemplateZone::addAllPossibleObjects (CMapGenerator* gen)
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oi.probability = 30;
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possibleObjects.push_back (oi);
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}
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//non-removable object for test
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//oi.generateObject = [gen]() -> CGObjectInstance *
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//{
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// auto obj = new CGMagicWell();
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// obj->ID = Obj::MAGIC_WELL;
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// obj->subID = 0;
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// return obj;
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//};
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//oi.value = 250;
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//oi.probability = 100;
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//possibleObjects.push_back (oi);
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//oi.generateObject = [gen]() -> CGObjectInstance *
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//{
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// auto obj = new CGObelisk();
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// obj->ID = Obj::OBELISK;
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// obj->subID = 0;
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// return obj;
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//};
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//oi.value = 3500;
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//oi.probability = 200;
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//possibleObjects.push_back (oi);
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//oi.generateObject = [gen]() -> CGObjectInstance *
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//{
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// auto obj = new CBank();
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// obj->ID = Obj::CREATURE_BANK;
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// obj->subID = 5; //naga bank
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// return obj;
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//};
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//oi.value = 3000;
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//oi.probability = 100;
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//possibleObjects.push_back (oi);
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}
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