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Added zone guard strength "none"
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@@ -23,7 +23,7 @@ VCMI_LIB_NAMESPACE_BEGIN
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CMapGenOptions::CMapGenOptions()
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: width(CMapHeader::MAP_SIZE_MIDDLE), height(CMapHeader::MAP_SIZE_MIDDLE), hasTwoLevels(true),
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playerCount(RANDOM_SIZE), teamCount(RANDOM_SIZE), compOnlyPlayerCount(RANDOM_SIZE), compOnlyTeamCount(RANDOM_SIZE),
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waterContent(EWaterContent::RANDOM), monsterStrength(EGlobalMonsterStrength::RANDOM), mapTemplate(nullptr)
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waterContent(EWaterContent::RANDOM), monsterStrength(EMonsterStrength::RANDOM), mapTemplate(nullptr)
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{
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resetPlayersMap();
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}
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@@ -122,12 +122,12 @@ void CMapGenOptions::setWaterContent(EWaterContent::EWaterContent value)
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waterContent = value;
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}
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EGlobalMonsterStrength::EGlobalMonsterStrength CMapGenOptions::getMonsterStrength() const
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EMonsterStrength::EMonsterStrength CMapGenOptions::getMonsterStrength() const
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{
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return monsterStrength;
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}
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void CMapGenOptions::setMonsterStrength(EGlobalMonsterStrength::EGlobalMonsterStrength value)
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void CMapGenOptions::setMonsterStrength(EMonsterStrength::EMonsterStrength value)
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{
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monsterStrength = value;
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}
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@@ -308,13 +308,13 @@ void CMapGenOptions::finalize(CRandomGenerator & rand)
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}
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}
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if(monsterStrength == EGlobalMonsterStrength::RANDOM)
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if(monsterStrength == EMonsterStrength::RANDOM)
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{
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monsterStrength = static_cast<EGlobalMonsterStrength::EGlobalMonsterStrength>(rand.nextInt(EGlobalMonsterStrength::WEAK, EGlobalMonsterStrength::STRONG));
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monsterStrength = static_cast<EMonsterStrength::EMonsterStrength>(rand.nextInt(EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
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}
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assert (vstd::iswithin(waterContent, EWaterContent::NONE, EWaterContent::ISLANDS));
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assert (vstd::iswithin(monsterStrength, EGlobalMonsterStrength::WEAK, EGlobalMonsterStrength::STRONG));
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assert (vstd::iswithin(monsterStrength, EMonsterStrength::GLOBAL_WEAK, EMonsterStrength::GLOBAL_STRONG));
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//rectangular maps are the future of gaming
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