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Fixes randomization of Witch Hut preconfigured in map editor
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@ -43,9 +43,10 @@ CGObjectInstance * CRewardableConstructor::create(IGameCallback * cb, std::share
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return ret;
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return ret;
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}
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}
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Rewardable::Configuration CRewardableConstructor::generateConfiguration(IGameCallback * cb, vstd::RNG & rand, MapObjectID objectID) const
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Rewardable::Configuration CRewardableConstructor::generateConfiguration(IGameCallback * cb, vstd::RNG & rand, MapObjectID objectID, const std::map<std::string, JsonNode> & presetVariables) const
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{
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{
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Rewardable::Configuration result;
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Rewardable::Configuration result;
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result.variables.preset = presetVariables;
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objectInfo.configureObject(result, rand, cb);
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objectInfo.configureObject(result, rand, cb);
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for(auto & rewardInfo : result.info)
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for(auto & rewardInfo : result.info)
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@ -67,7 +68,7 @@ void CRewardableConstructor::configureObject(CGObjectInstance * object, vstd::RN
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if (!rewardableObject)
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if (!rewardableObject)
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throw std::runtime_error("Object " + std::to_string(object->getObjGroupIndex()) + ", " + std::to_string(object->getObjTypeIndex()) + " is not a rewardable object!" );
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throw std::runtime_error("Object " + std::to_string(object->getObjGroupIndex()) + ", " + std::to_string(object->getObjTypeIndex()) + " is not a rewardable object!" );
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rewardableObject->configuration = generateConfiguration(object->cb, rng, object->ID);
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rewardableObject->configuration = generateConfiguration(object->cb, rng, object->ID, rewardableObject->configuration.variables.preset);
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rewardableObject->initializeGuards();
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rewardableObject->initializeGuards();
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if (rewardableObject->configuration.info.empty())
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if (rewardableObject->configuration.info.empty())
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@ -31,7 +31,7 @@ public:
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std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override;
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std::unique_ptr<IObjectInfo> getObjectInfo(std::shared_ptr<const ObjectTemplate> tmpl) const override;
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Rewardable::Configuration generateConfiguration(IGameCallback * cb, vstd::RNG & rand, MapObjectID objectID) const;
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Rewardable::Configuration generateConfiguration(IGameCallback * cb, vstd::RNG & rand, MapObjectID objectID, const std::map<std::string, JsonNode> & presetVariables) const;
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};
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};
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VCMI_LIB_NAMESPACE_END
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VCMI_LIB_NAMESPACE_END
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@ -329,7 +329,7 @@ void CRewardableObject::newTurn(vstd::RNG & rand) const
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if (configuration.resetParameters.rewards)
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if (configuration.resetParameters.rewards)
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{
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{
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auto handler = std::dynamic_pointer_cast<const CRewardableConstructor>(getObjectHandler());
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auto handler = std::dynamic_pointer_cast<const CRewardableConstructor>(getObjectHandler());
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auto newConfiguration = handler->generateConfiguration(cb, rand, ID);
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auto newConfiguration = handler->generateConfiguration(cb, rand, ID, configuration.variables.preset);
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cb->setRewardableObjectConfiguration(id, newConfiguration);
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cb->setRewardableObjectConfiguration(id, newConfiguration);
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}
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}
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if (configuration.resetParameters.visitors)
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if (configuration.resetParameters.visitors)
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