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Templates can now use multiple configurations of treasure piles.
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@ -10,7 +10,10 @@
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{
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"type" : "playerStart", "size" : 1, "owner" : 1,
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"playerTowns" : { "castles" : 1 }, "neutralTowns" : { "towns" : 1 }, "townsAreSameType" : true,
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"treasure" : {"min" : 1500, "max": 3000}
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"treasure" : [
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{"min" : 2100, "max": 3000, "density" : 5},
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{"min" : 300, "max": 1500, "density" : 10}
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]
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},
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"2" :
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{
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@ -33,7 +36,10 @@
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"5" :
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{
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"type" : "treasure", "size" : 2, "terrainTypes" : [ "sand" ], "neutralTowns" : { "castles" : 1 },
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"treasure" : {"min" : 9000, "max": 10000}
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"treasure" : [
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{"min" : 9000, "max": 10000, "density" : 3},
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{"min" : 6000, "max": 10000, "density" : 15}
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]
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}
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},
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"connections" :
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@ -54,7 +60,10 @@
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{
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"type" : "playerStart", "size" : 1, "owner" : 1,
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"playerTowns" : { "castles" : 1 },
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"treasure" : {"min" : 500, "max": 2000}
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"treasure" : [
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{"min" : 400, "max": 1000, "density" : 16},
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{"min" : 1500, "max": 2500, "density" : 4}
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]
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},
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"2" :
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{
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@ -65,7 +74,10 @@
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"3" :
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{
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"type" : "treasure", "size" : 2, "neutralTowns" : { "towns" : 1 }, "townTypeLikeZone" : "1",
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"treasure" : {"min" : 2000, "max": 4000}
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"treasure" : [
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{"min" : 2000, "max": 4000, "density" : 15},
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{"min" : 4000, "max": 5000, "density" : 5}
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]
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},
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"4" :
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{
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@ -75,7 +87,10 @@
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"5" :
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{
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"type" : "treasure", "size" : 3, "neutralTowns" : { "castles" : 1 }, "terrainTypes" : [ "sand" ],
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"treasure" : {"min" : 11000, "max": 12000}
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"treasure" : [
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{"min" : 11000, "max": 12000, "density" : 5},
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{"min" : 6000, "max": 11000, "density" : 10}
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]
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}
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},
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"connections" :
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@ -98,7 +113,10 @@
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{
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"type" : "playerStart", "size" : 3, "owner" : 1,
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"playerTowns" : { "castles" : 1 },
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"treasure" : {"min" : 1000, "max": 2000}
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"treasure" : [
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{"min" : 300, "max": 2000, "density": 15},
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{"min" : 2100, "max": 2500, "density": 5}
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]
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},
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"2" :
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{
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@ -112,13 +130,19 @@
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"playerTowns" : { "castles" : 1 },
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"treasureLikeZone" : 1
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},
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"4" : { "type" : "treasure", "size" : 1, "terrainTypeLikeZone" : "1", "treasure" : {"min" : 3000, "max": 10000} },
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"4" : { "type" : "treasure", "size" : 1, "terrainTypeLikeZone" : "1", "treasure" : [
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{"min" : 3000, "max": 10000, "density" : 12},
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{"min" : 6000, "max": 10000, "density" : 6}
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]},
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"5" : { "type" : "treasure", "size" : 1, "terrainTypeLikeZone" : "1", "treasureLikeZone" : 4},
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"6" : { "type" : "treasure", "size" : 1, "terrainTypeLikeZone" : "2", "treasureLikeZone" : 4 },
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"7" : { "type" : "treasure", "size" : 1, "terrainTypeLikeZone" : "2", "treasureLikeZone" : 4 },
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"8" : { "type" : "treasure", "size" : 1, "terrainTypeLikeZone" : "3", "treasureLikeZone" : 4 },
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"9" : { "type" : "treasure", "size" : 1, "terrainTypeLikeZone" : "3", "treasureLikeZone" : 4 },
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"10" : { "type" : "treasure", "size" : 1, "neutralTowns" : { "towns" : 1 }, "treasure" : {"min" : 21000, "max": 25000} },
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"10" : { "type" : "treasure", "size" : 1, "neutralTowns" : { "towns" : 1 }, "treasure" : [
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{"min" : 21000, "max": 25000, "density" : 3},
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{"min" : 10000, "max": 21000, "density" : 10}
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]},
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"11" : { "type" : "treasure", "size" : 1, "neutralTowns" : { "towns" : 1 }, "treasureLikeZone" : 10 },
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"12" : { "type" : "treasure", "size" : 1, "neutralTowns" : { "towns" : 1 }, "treasureLikeZone" : 10 }
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},
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@ -68,13 +68,27 @@ void CJsonRmgTemplateLoader::loadTemplates()
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if (!zoneNode["treasure"].isNull())
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{
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//TODO: parse vector of different treasure settings
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auto treasureInfo = zoneNode["treasure"].Struct();
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if (zoneNode["treasure"].getType() == JsonNode::DATA_STRUCT)
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{
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CTreasureInfo ti;
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ti.min = treasureInfo["min"].Float();
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ti.max = treasureInfo["max"].Float();
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ti.density = 1; //TODO: use me
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zone->addTreasureInfo(ti);
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auto treasureInfo = zoneNode["treasure"].Struct();
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{
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CTreasureInfo ti;
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ti.min = treasureInfo["min"].Float();
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ti.max = treasureInfo["max"].Float();
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ti.density = treasureInfo["density"].Float(); //TODO: use me
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zone->addTreasureInfo(ti);
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}
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}
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else if (zoneNode["treasure"].getType() == JsonNode::DATA_VECTOR)
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{
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for (auto treasureInfo : zoneNode["treasure"].Vector())
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{
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CTreasureInfo ti;
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ti.min = treasureInfo["min"].Float();
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ti.max = treasureInfo["max"].Float();
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ti.density = treasureInfo["density"].Float();
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zone->addTreasureInfo(ti);
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}
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}
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}
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@ -471,11 +471,29 @@ bool CRmgTemplateZone::createTreasurePile (CMapGenerator* gen, int3 &pos)
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int maxValue = 5000;
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int minValue = 1500;
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//TODO: choose random treasure info based on density
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if (treasureInfo.size())
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{
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maxValue = treasureInfo.front().max;
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minValue = treasureInfo.front().min;
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//roulette wheel
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std::vector<std::pair<ui16, CTreasureInfo>> tresholds;
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ui16 total = 0;
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//TODO: precalculate density chance for entire zone
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for (auto ti : treasureInfo)
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{
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total += ti.density;
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tresholds.push_back (std::make_pair (total, ti));
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}
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int r = gen->rand.nextInt (1, total);
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for (auto t : tresholds)
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{
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if (r <= t.first)
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{
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maxValue = t.second.max;
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minValue = t.second.min;
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break;
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}
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}
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}
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int currentValue = 0;
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@ -1094,37 +1112,37 @@ void CRmgTemplateZone::addAllPossibleObjects (CMapGenerator* gen)
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}
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//non-removable object for test
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oi.generateObject = [gen]() -> CGObjectInstance *
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{
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auto obj = new CGMagicWell();
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obj->ID = Obj::MAGIC_WELL;
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obj->subID = 0;
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return obj;
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};
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oi.value = 250;
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oi.probability = 100;
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possibleObjects.push_back (oi);
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//oi.generateObject = [gen]() -> CGObjectInstance *
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//{
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// auto obj = new CGMagicWell();
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// obj->ID = Obj::MAGIC_WELL;
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// obj->subID = 0;
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// return obj;
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//};
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//oi.value = 250;
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//oi.probability = 100;
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//possibleObjects.push_back (oi);
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oi.generateObject = [gen]() -> CGObjectInstance *
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{
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auto obj = new CGObelisk();
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obj->ID = Obj::OBELISK;
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obj->subID = 0;
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return obj;
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};
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oi.value = 3500;
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oi.probability = 200;
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possibleObjects.push_back (oi);
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//oi.generateObject = [gen]() -> CGObjectInstance *
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//{
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// auto obj = new CGObelisk();
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// obj->ID = Obj::OBELISK;
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// obj->subID = 0;
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// return obj;
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//};
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//oi.value = 3500;
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//oi.probability = 200;
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//possibleObjects.push_back (oi);
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oi.generateObject = [gen]() -> CGObjectInstance *
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{
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auto obj = new CBank();
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obj->ID = Obj::CREATURE_BANK;
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obj->subID = 5; //naga bank
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return obj;
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};
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oi.value = 3000;
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oi.probability = 100;
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possibleObjects.push_back (oi);
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//oi.generateObject = [gen]() -> CGObjectInstance *
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//{
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// auto obj = new CBank();
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// obj->ID = Obj::CREATURE_BANK;
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// obj->subID = 5; //naga bank
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// return obj;
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//};
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//oi.value = 3000;
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//oi.probability = 100;
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//possibleObjects.push_back (oi);
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}
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