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Merge remote-tracking branch 'upstream/develop' into develop
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@ -95,10 +95,10 @@ void NewTurnProcessor::handleTownEvents(const CGTownInstance * town)
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// 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress
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// 2. Building was not built yet
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// othervice, silently ignore / skip it
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if (town->town->buildings.count(i) && !town->hasBuilt(i))
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if (town->getTown()->buildings.count(i) && !town->hasBuilt(i))
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{
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gameHandler->buildStructure(town->id, i, true);
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iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i));
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iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFactionID(), i));
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}
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}
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@ -292,7 +292,7 @@ SetAvailableCreatures NewTurnProcessor::generateTownGrowth(const CGTownInstance
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sac.tid = t->id;
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sac.creatures = t->creatures;
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for (int k=0; k < t->town->creatures.size(); k++)
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for (int k=0; k < t->getTown()->creatures.size(); k++)
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{
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if (t->creatures.at(k).second.empty())
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continue;
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@ -391,7 +391,7 @@ void NewTurnProcessor::updateNeutralTownGarrison(const CGTownInstance * t, int c
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{
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const auto * creature = slot.second->type;
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if (creature->getFaction() != t->getFaction())
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if (creature->getFactionID() != t->getFactionID())
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continue;
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if (creature->getLevel() != tierToGrow)
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@ -564,7 +564,7 @@ std::tuple<EWeekType, CreatureID> NewTurnProcessor::pickWeekType(bool newMonth)
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{
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newMonster.second = VLC->creh->pickRandomMonster(gameHandler->getRandomGenerator());
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} while (VLC->creh->objects[newMonster.second] &&
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(*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature
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(*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFactionID()]->town == nullptr); // find first non neutral creature
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return { EWeekType::BONUS_GROWTH, newMonster.second};
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}
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