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Rotation rebase2 (#912)
* Instead of [x][y][z] coordinates, map will be stored as [z][x][y]. * Nullkiller AI can get it too. * Use boost::multi_array instead of nested vectors * In MapHandler too * Rotate foreach algorithms, too * VCAI gets rotated, too
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AI
Nullkiller
VCAI
client
lib
CGameInfoCallback.cppCGameInfoCallback.hCGameState.cppCPathfinder.cppCPathfinder.hCPlayerState.hIGameCallback.cppNetPacksLib.cppPathfinderUtil.h
battle
mapObjects
mapping
rmg
serializer
spells
server
@ -162,8 +162,8 @@ std::string CMapGenerator::getMapDescription() const
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std::stringstream ss;
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ss << boost::str(boost::format(std::string("Map created by the Random Map Generator.\nTemplate was %s, Random seed was %d, size %dx%d") +
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", levels %s, players %d, computers %d, water %s, monster %s, VCMI map") % mapTemplate->getName() %
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randomSeed % map->map().width % map->map().height % (map->map().twoLevel ? "2" : "1") % static_cast<int>(mapGenOptions.getPlayerCount()) %
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", levels %d, players %d, computers %d, water %s, monster %s, VCMI map") % mapTemplate->getName() %
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randomSeed % map->map().width % map->map().height % map->map().levels() % static_cast<int>(mapGenOptions.getPlayerCount()) %
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static_cast<int>(mapGenOptions.getCompOnlyPlayerCount()) % waterContentStr[mapGenOptions.getWaterContent()] %
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monsterStrengthStr[monsterStrengthIndex]);
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