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Workaround for Seer Hut offset. They seem to work fine now.

This commit is contained in:
DjWarmonger 2016-01-08 21:51:55 +01:00
parent d840fb40eb
commit dd1fc47c93
2 changed files with 3 additions and 0 deletions

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@ -19,6 +19,7 @@ RANDOM MAP GENERATOR:
* Changed fractalization algorithm so it can create cycles
* Zones will not have straight paths anymore, they are totally random
* Added Thieves Guild random object (1 per zone)
* Added Seer Huts with quests that match OH3
0.97 -> 0.98
GENERAL:

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@ -1246,6 +1246,8 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
for (auto treasure : treasures)
{
int3 visitableOffset = treasure.second->getVisitableOffset();
if (treasure.second->ID == Obj::SEER_HUT) //FIXME: find generic solution or figure out why Seer Hut doesn't behave correctly
visitableOffset.x += 1;
placeObject(gen, treasure.second, treasure.first + visitableOffset);
}
if (addMonster(gen, guardPos, currentValue, false))