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Thieves Guild: fix tavern map object, lvl 0 when no taverns owned

We also now check not number of towns, but only towns that has tavern built. Also according to original mechanics all taverns always display information based on your number of taverns and not number of taverns of object owner.
ArseniyShestakov 10 年之前
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2a63ba148a
共有 3 個文件被更改,包括 13 次插入4 次删除
  1. 1 1
      client/windows/GUIClasses.cpp
  2. 8 1
      lib/CGameInfoCallback.cpp
  3. 4 2
      lib/CGameState.cpp

+ 1 - 1
client/windows/GUIClasses.cpp

@@ -1630,9 +1630,9 @@ CThievesGuildWindow::CThievesGuildWindow(const CGObjectInstance * _owner):
 	int counter = 0;
 	for(auto & iter : tgi.colorToBestHero)
 	{
+		new CPicture(colorToBox[iter.first.getNum()], 253 + 66 * counter, 334);
 		if(iter.second.portrait >= 0)
 		{
-			new CPicture(colorToBox[iter.first.getNum()], 253 + 66 * counter, 334);
 			new CAnimImage("PortraitsSmall", iter.second.portrait, 0, 260 + 66 * counter, 360);
 			//TODO: r-click info:
 			// - r-click on hero

+ 8 - 1
lib/CGameInfoCallback.cpp

@@ -197,7 +197,14 @@ void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObj
 
 	if(obj->ID == Obj::TOWN  ||  obj->ID == Obj::TAVERN)
 	{
-		gs->obtainPlayersStats(thi, gs->players[obj->tempOwner].towns.size());
+		int taverns = 0;
+		for(auto town : gs->players[*player].towns)
+		{
+			if(town->hasBuilt(BuildingID::TAVERN))
+				taverns++;
+		}
+
+		gs->obtainPlayersStats(thi, taverns);
 	}
 	else if(obj->ID == Obj::DEN_OF_THIEVES)
 	{

+ 4 - 2
lib/CGameState.cpp

@@ -2603,13 +2603,15 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
 			tgi.playerColors.push_back(elem.second.color);
 	}
 
-	if(level >= 1) //num of towns & num of heroes
+	if(level >= 0) //num of towns & num of heroes
 	{
 		//num of towns
 		FILL_FIELD(numOfTowns, g->second.towns.size())
 		//num of heroes
 		FILL_FIELD(numOfHeroes, g->second.heroes.size())
-		//best hero's portrait
+	}
+	if(level >= 1) //best hero's portrait
+	{
 		for(auto g = players.cbegin(); g != players.cend(); ++g)
 		{
 			if(playerInactive(g->second.color))