diff --git a/lib/CGameState.cpp b/lib/CGameState.cpp index 75ba5fd75..5e588a50d 100644 --- a/lib/CGameState.cpp +++ b/lib/CGameState.cpp @@ -759,9 +759,9 @@ CGameState::~CGameState() BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town) { const TerrainTile &t = map->getTile(tile); - ETerrainType terrain = t.terType; + ETerrainType terrain = t.terType; if(t.isCoastal() && !t.isWater()) - terrain = ETerrainType::SAND; + terrain = ETerrainType::SAND; BFieldType terType = battleGetBattlefieldType(tile); return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town); @@ -1953,8 +1953,7 @@ BFieldType CGameState::battleGetBattlefieldType(int3 tile) for(auto &obj : map->objects) { //look only for objects covering given tile - if( !obj || obj->pos.z != tile.z - || !obj->coveringAt(tile.x - obj->pos.x, tile.y - obj->pos.y)) + if( !obj || obj->pos.z != tile.z || !obj->coveringAt(tile.x, tile.y)) continue; switch(obj->ID) @@ -1985,27 +1984,27 @@ BFieldType CGameState::battleGetBattlefieldType(int3 tile) if(!t.isWater() && t.isCoastal()) return BFieldType::SAND_SHORE; - switch(t.terType) + switch(t.terType) { - case ETerrainType::DIRT: + case ETerrainType::DIRT: return BFieldType(rand.nextInt(3, 5)); - case ETerrainType::SAND: + case ETerrainType::SAND: return BFieldType::SAND_MESAS; //TODO: coast support - case ETerrainType::GRASS: + case ETerrainType::GRASS: return BFieldType(rand.nextInt(6, 7)); - case ETerrainType::SNOW: + case ETerrainType::SNOW: return BFieldType(rand.nextInt(10, 11)); - case ETerrainType::SWAMP: + case ETerrainType::SWAMP: return BFieldType::SWAMP_TREES; - case ETerrainType::ROUGH: + case ETerrainType::ROUGH: return BFieldType::ROUGH; - case ETerrainType::SUBTERRANEAN: + case ETerrainType::SUBTERRANEAN: return BFieldType::SUBTERRANEAN; - case ETerrainType::LAVA: + case ETerrainType::LAVA: return BFieldType::LAVA; - case ETerrainType::WATER: + case ETerrainType::WATER: return BFieldType::SHIP; - case ETerrainType::ROCK: + case ETerrainType::ROCK: return BFieldType::ROCKLANDS; default: return BFieldType::NONE;