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Random map generator refactoring (#762)
random map generator refactoring and improvements
This commit is contained in:
committed by
Andrii Danylchenko
parent
804f1bf3f2
commit
4bd0ff680a
@ -208,6 +208,7 @@ void CMapGenOptions::setMapTemplate(const CRmgTemplate * value)
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void CMapGenOptions::finalize(CRandomGenerator & rand)
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{
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logGlobal->info("RMG map: %dx%d, %s underground", getWidth(), getHeight(), getHasTwoLevels() ? "WITH" : "NO");
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logGlobal->info("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d",
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static_cast<int>(getPlayerCount()), static_cast<int>(getTeamCount()), static_cast<int>(getCompOnlyPlayerCount()),
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static_cast<int>(getCompOnlyTeamCount()), static_cast<int>(getWaterContent()), static_cast<int>(getMonsterStrength()));
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@ -217,6 +218,8 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
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mapTemplate = getPossibleTemplate(rand);
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}
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assert(mapTemplate);
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logGlobal->info("RMG template name: %s", mapTemplate->getName());
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if (getPlayerCount() == RANDOM_SIZE)
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{
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