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Do not exceed rolled treasure value - matches OH3.
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@ -562,7 +562,7 @@ std::vector<ObjectInfo*> TreasurePlacer::prepareTreasurePile(const CTreasureInfo
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bool hasLargeObject = false;
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while(currentValue <= static_cast<int>(desiredValue) - 100) //no objects with value below 100 are available
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{
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auto * oi = getRandomObject(desiredValue, currentValue, maxValue, !hasLargeObject);
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auto * oi = getRandomObject(desiredValue, currentValue, !hasLargeObject);
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if(!oi) //fail
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break;
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@ -659,13 +659,13 @@ rmg::Object TreasurePlacer::constructTreasurePile(const std::vector<ObjectInfo*>
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return rmgObject;
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}
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ObjectInfo * TreasurePlacer::getRandomObject(ui32 desiredValue, ui32 currentValue, ui32 maxValue, bool allowLargeObjects)
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ObjectInfo * TreasurePlacer::getRandomObject(ui32 desiredValue, ui32 currentValue, bool allowLargeObjects)
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{
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std::vector<std::pair<ui32, ObjectInfo*>> thresholds; //handle complex object via pointer
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ui32 total = 0;
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//calculate actual treasure value range based on remaining value
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ui32 maxVal = maxValue - currentValue;
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ui32 maxVal = desiredValue - currentValue;
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ui32 minValue = static_cast<ui32>(0.25f * (desiredValue - currentValue));
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for(ObjectInfo & oi : possibleObjects) //copy constructor turned out to be costly
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@ -54,7 +54,7 @@ public:
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protected:
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bool isGuardNeededForTreasure(int value);
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ObjectInfo * getRandomObject(ui32 desiredValue, ui32 currentValue, ui32 maxValue, bool allowLargeObjects);
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ObjectInfo * getRandomObject(ui32 desiredValue, ui32 currentValue, bool allowLargeObjects);
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std::vector<ObjectInfo*> prepareTreasurePile(const CTreasureInfo & treasureInfo);
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rmg::Object constructTreasurePile(const std::vector<ObjectInfo*> & treasureInfos, bool densePlacement = false);
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