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vcmi: modernize lib/rmg
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@@ -88,9 +88,8 @@ const CMapGenerator::Config & CMapGenerator::getConfig() const
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return config;
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}
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CMapGenerator::~CMapGenerator()
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{
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}
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//must be instantiated in .cpp file for access to complete types of all member fields
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CMapGenerator::~CMapGenerator() = default;
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const CMapGenOptions& CMapGenerator::getMapGenOptions() const
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{
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@@ -281,7 +280,7 @@ void CMapGenerator::createWaterTreasures()
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return;
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//add treasures on water
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for(auto & treasureInfo : getConfig().waterTreasure)
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for(const auto & treasureInfo : getConfig().waterTreasure)
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{
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getZoneWater()->addTreasureInfo(treasureInfo);
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}
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@@ -297,7 +296,7 @@ void CMapGenerator::fillZones()
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//we need info about all town types to evaluate dwellings and pandoras with creatures properly
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//place main town in the middle
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Load::Progress::setupStepsTill(map->getZones().size(), 50);
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for(auto it : map->getZones())
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for(const auto & it : map->getZones())
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{
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it.second->initFreeTiles();
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it.second->initModificators();
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@@ -306,7 +305,7 @@ void CMapGenerator::fillZones()
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Load::Progress::setupStepsTill(map->getZones().size(), 240);
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std::vector<std::shared_ptr<Zone>> treasureZones;
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for(auto it : map->getZones())
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for(const auto & it : map->getZones())
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{
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it.second->processModificators();
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@@ -319,7 +318,7 @@ void CMapGenerator::fillZones()
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//find place for Grail
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if(treasureZones.empty())
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{
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for(auto it : map->getZones())
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for(const auto & it : map->getZones())
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if(it.second->getType() != ETemplateZoneType::WATER)
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treasureZones.push_back(it.second);
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}
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@@ -389,7 +388,7 @@ const std::vector<ArtifactID> & CMapGenerator::getQuestArtsRemaning() const
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return questArtifacts;
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}
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void CMapGenerator::banQuestArt(ArtifactID id)
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void CMapGenerator::banQuestArt(const ArtifactID & id)
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{
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map->map().allowedArtifact[id] = false;
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vstd::erase_if_present(questArtifacts, id);
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