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Uploading misc tweaks.
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@ -15,7 +15,7 @@ SPELLS:
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* New configuration format: http://wiki.vcmi.eu/index.php?title=Spell_Format
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RANDOM MAP GENERATOR
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* Towns from mods can be used
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* Towns form mods cna be used
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* Reading connections, terrains, towns and mines from template
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* Zone placement
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* Zone borders and connections, fractalized paths inside zones
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@ -2,7 +2,7 @@
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{
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"Analogy" :
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{
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"minSize" : "s", "maxSize" : "m",
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"minSize" : "m", "maxSize" : "m",
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"players" : "4",
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"zones" :
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{
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@ -63,7 +63,7 @@
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},
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"Upgrade" :
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{
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"minSize" : "m", "maxSize" : "m",
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"minSize" : "s", "maxSize" : "m",
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"players" : "2",
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"zones" :
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{
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@ -163,6 +163,7 @@ DLL_LINKAGE void HeroVisitCastle::applyGs( CGameState *gs )
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assert(h);
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assert(t);
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if(start())
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t->setVisitingHero(h);
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else
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@ -907,7 +907,13 @@ bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type,
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void CGTownInstance::setVisitingHero(CGHeroInstance *h)
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{
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if (!(!!visitingHero == !h))
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{
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logGlobal->warnStream() << boost::format("Hero visiting town %s is %s ") % name % (visitingHero.get() ? visitingHero->name : "NULL");
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logGlobal->warnStream() << boost::format("New hero will be %s ") % (h ? h->name : "NULL");
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assert(!!visitingHero == !h);
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}
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if(h)
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{
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PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);
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@ -246,7 +246,7 @@ int3 CGObjectInstance::getVisitableOffset() const
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if (appearance.isVisitableAt(x, y))
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return int3(x,y,0);
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logGlobal->warnStream() << "Warning: getVisitableOffset called on non-visitable obj!";
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//logGlobal->warnStream() << "Warning: getVisitableOffset called on non-visitable obj!";
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return int3(0,0,0);
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}
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@ -761,7 +761,7 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
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playerInfo.allowedFactions.clear();
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playerInfo.allowedFactions.insert (townType);
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playerInfo.hasMainTown = true;
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playerInfo.posOfMainTown = town->pos - int3(2, 0, 0);
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playerInfo.posOfMainTown = town->pos - town->getVisitableOffset();
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playerInfo.generateHeroAtMainTown = true;
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//now create actual towns
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@ -1264,8 +1264,11 @@ bool CRmgTemplateZone::guardObject(CMapGenerator* gen, CGObjectInstance* object,
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gen->setOccupied (guardTile, ETileType::USED);
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}
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else
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gen->setOccupied (guardTile, ETileType::FREE);
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else //allow no guard or other object in front of this object
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{
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for (auto tile : tiles)
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gen->setOccupied (tile, ETileType::FREE);
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}
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return true;
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}
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