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- Fixed several legacy issues with map templates
- Added Clash of Dragons 1.2 template - Temporarily disabled exception when RMG runs out of two-way monoliths (exception was not handled anyway)
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@@ -63,7 +63,9 @@ void CJsonRmgTemplateLoader::loadTemplates()
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if (!zoneNode["matchTerrainToTown"].isNull()) //default : true
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zone->setMatchTerrainToTown(zoneNode["matchTerrainToTown"].Bool());
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zone->setTerrainTypes(parseTerrainTypes(zoneNode["terrainTypes"].Vector(), zone->getDefaultTerrainTypes()));
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zone->setTownsAreSameType((zoneNode["townsAreSameType"].Bool()));
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if (!zoneNode["townsAreSameType"].isNull()) //default : false
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zone->setTownsAreSameType((zoneNode["townsAreSameType"].Bool()));
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for (int i = 0; i < 2; ++i)
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{
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@@ -80,8 +82,7 @@ void CJsonRmgTemplateLoader::loadTemplates()
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for (const JsonNode & allowedTown : zoneNode[i ? "allowedTowns" : "allowedMonsters"].Vector())
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{
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//complain if the town type is not present in our game
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boost::optional<si32> id = VLC->modh->identifiers.getIdentifier("faction", allowedTown, false);
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if (id.is_initialized())
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if (auto id = VLC->modh->identifiers.getIdentifier("faction", allowedTown, false))
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allowedTownTypes.insert(id.get());
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}
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}
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@@ -91,8 +92,7 @@ void CJsonRmgTemplateLoader::loadTemplates()
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for (const JsonNode & bannedTown : zoneNode[i ? "bannedTowns" : "bannedMonsters"].Vector())
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{
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//erase unindentified towns silently
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boost::optional<si32> id = VLC->modh->identifiers.getIdentifier("faction", bannedTown, true);
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if (id.is_initialized())
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if (auto id = VLC->modh->identifiers.getIdentifier("faction", bannedTown, true))
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vstd::erase_if_present(allowedTownTypes, id.get());
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}
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}
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@@ -172,7 +172,11 @@ void CJsonRmgTemplateLoader::loadTemplates()
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const auto & zoneNode = zonePair.second;
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if (!zoneNode["terrainTypeLikeZone"].isNull())
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zone->setTerrainTypes (zones[zoneNode["terrainTypeLikeZone"].Float()]->getTerrainTypes());
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{
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int id = zoneNode["terrainTypeLikeZone"].Float();
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zone->setTerrainTypes(zones[id]->getTerrainTypes());
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zone->setMatchTerrainToTown(zones[id]->getMatchTerrainToTown());
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}
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if (!zoneNode["townTypeLikeZone"].isNull())
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zone->setTownTypes (zones[zoneNode["townTypeLikeZone"].Float()]->getTownTypes());
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