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- Corrected guard types
- Corrected town positions
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@ -222,6 +222,10 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
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{
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monsterStrength = static_cast<EMonsterStrength::EMonsterStrength>(rand.nextInt(EMonsterStrength::LAST_ITEM));
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}
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//rectangular maps are the future of gaming
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//setHeight(20);
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//setWidth(50);
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}
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void CMapGenOptions::updatePlayers()
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@ -410,7 +410,7 @@ void CRmgTemplateZone::addMonster(CMapGenerator* gen, int3 &pos, si32 strength)
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creId = VLC->creh->pickRandomMonster(gen->rand);
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auto cre = VLC->creh->creatures[creId];
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amount = std::ceil((float)strength / cre->fightValue);
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if (amount >= cre->ammMin && amount <= 100)
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if (strength >= cre->fightValue && amount >= cre->ammMin && amount <= 100) //at leats one full monster. size between minimum size of given stack and 100
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break;
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}
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@ -448,7 +448,7 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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town->builtBuildings.insert(BuildingID::FORT);
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town->builtBuildings.insert(BuildingID::DEFAULT);
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placeObject(gen, town, getPos());
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placeObject(gen, town, getPos() + town->getVisitableOffset()); //towns are big objects and should be centered around visitable position
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logGlobal->traceStream() << "Placed object";
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logGlobal->traceStream() << "Fill player info " << player_id;
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