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One more case for Subterranean Gates

This commit is contained in:
DjWarmonger 2015-06-04 09:42:39 +02:00
parent 927dfa5565
commit 3f1bc7e21c

View File

@ -1347,7 +1347,6 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
cutPathAroundTown(town);
setPos(town->visitablePos() + (0, 1, 0)); //new center of zone that paths connect to
gen->setOccupied (this->getPos(), ETileType::FREE);
}
else
addRequiredObject (town);
@ -1394,7 +1393,6 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
cutPathAroundTown(town);
setPos(town->visitablePos() + (0, 1, 0)); //new center of zone that paths connect to
gen->setOccupied (getPos(), ETileType::FREE);
totalTowns++;
//register MAIN town of zone only
@ -1844,7 +1842,9 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
{
initTerrainType(gen);
freePaths.insert(pos); //zone center should be always clear to allow other tiles to connect
//zone center should be always clear to allow other tiles to connect
gen->setOccupied(this->getPos(), ETileType::FREE);
freePaths.insert(pos);
addAllPossibleObjects (gen);