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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

- 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)
This commit is contained in:
DjWarmonger
2014-10-30 21:23:25 +01:00
parent ce83db0f43
commit 697e42dd24
2 changed files with 17 additions and 19 deletions

View File

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