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CGameState::battleGetBattlefieldType: use RNG by ref

For now I not sure about proper place for battleGetBattlefieldType so I left it in GS
This commit is contained in:
Arseniy Shestakov
2016-09-07 20:00:20 +03:00
parent ea63497b19
commit 70abae9b51
3 changed files with 6 additions and 6 deletions

View File

@ -1906,7 +1906,7 @@ void CGameState::initVisitingAndGarrisonedHeroes()
}
}
BFieldType CGameState::battleGetBattlefieldType(int3 tile)
BFieldType CGameState::battleGetBattlefieldType(int3 tile, CRandomGenerator & r)
{
if(tile==int3() && curB)
tile = curB->tile;
@ -1955,13 +1955,13 @@ BFieldType CGameState::battleGetBattlefieldType(int3 tile)
switch(t.terType)
{
case ETerrainType::DIRT:
return BFieldType(rand.nextInt(3, 5));
return BFieldType(r.nextInt(3, 5));
case ETerrainType::SAND:
return BFieldType::SAND_MESAS; //TODO: coast support
case ETerrainType::GRASS:
return BFieldType(rand.nextInt(6, 7));
return BFieldType(r.nextInt(6, 7));
case ETerrainType::SNOW:
return BFieldType(rand.nextInt(10, 11));
return BFieldType(r.nextInt(10, 11));
case ETerrainType::SWAMP:
return BFieldType::SWAMP_TREES;
case ETerrainType::ROUGH: