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

DjWarmonger 10 年之前
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dd1fc47c93
共有 2 个文件被更改,包括 3 次插入0 次删除
  1. 1 0
      ChangeLog
  2. 2 0
      lib/rmg/CRmgTemplateZone.cpp

+ 1 - 0
ChangeLog

@@ -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:

+ 2 - 0
lib/rmg/CRmgTemplateZone.cpp

@@ -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))