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- Fixed treasure zones touching each other, which sometimes resulted in unguarded paths.
- Fixed some object amounts which seemed wrong.
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dc03a251f6
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@ -58,6 +58,7 @@
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"object" : {
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"index" : 0,
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"rmg" : {
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"zoneLimit" : 1,
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"value" : 100,
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"rarity" : 100
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}
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@ -634,6 +635,7 @@
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"object" : {
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"index" : 0,
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"rmg" : {
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"zoneLimit" : 1,
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"value" : 100,
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"rarity" : 20
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}
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@ -1235,7 +1235,7 @@ bool CRmgTemplateZone::findPlaceForTreasurePile(CMapGenerator* gen, float min_di
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bool allTilesAvailable = true;
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gen->foreach_neighbour (tile, [&gen, &allTilesAvailable](int3 neighbour)
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{
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if (!(gen->isPossible(neighbour) || gen->isBlocked(neighbour)))
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if (!(gen->isPossible(neighbour) || gen->shouldBeBlocked(neighbour)))
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{
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allTilesAvailable = false; //all present tiles must be already blocked or ready for new objects
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}
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