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RMG will now actually use all the settings from pregame. Till now it did not.

DjWarmonger há 11 anos atrás
pai
commit
e8580229dc
2 ficheiros alterados com 6 adições e 0 exclusões
  1. 3 0
      client/CPreGame.cpp
  2. 3 0
      lib/rmg/CMapGenOptions.cpp

+ 3 - 0
client/CPreGame.cpp

@@ -881,6 +881,9 @@ void CSelectionScreen::startScenario()
 
 		if(sInfo.mapGenOptions)
 		{
+			//copy settings from interface to actual options. TODO: refactor, it used to have no effect at all -.-
+			sInfo.mapGenOptions = std::shared_ptr<CMapGenOptions>(new CMapGenOptions(randMapTab->getMapGenOptions()));
+
 			// Update player settings for RMG
 			for(const auto & psetPair : sInfo.playerInfos)
 			{

+ 3 - 0
lib/rmg/CMapGenOptions.cpp

@@ -177,6 +177,9 @@ const std::map<std::string, CRmgTemplate *> & CMapGenOptions::getAvailableTempla
 
 void CMapGenOptions::finalize(CRandomGenerator & rand)
 {
+	logGlobal->infoStream() << boost::format ("RMG settings: players %d, teams %d, computer players %d, computer teams %d, water %d, monsters %d")
+											% playerCount % teamCount % compOnlyPlayerCount % compOnlyTeamCount % waterContent % monsterStrength;
+
 	if(!mapTemplate)
 	{
 		mapTemplate = getPossibleTemplate(rand);