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@@ -430,7 +430,7 @@ void CRmgTemplateZone::fractalize(CMapGenerator* gen)
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//the more treasure density, the greater distance between paths. Scaling is experimental.
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int totalDensity = 0;
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for (auto ti : treasureInfo)
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- totalDensity =+ ti.density;
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+ totalDensity += ti.density;
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const float minDistance = 10 * 10; //squared
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for (auto tile : tileinfo)
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@@ -2239,7 +2239,7 @@ void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
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auto generateArtInfo = [this](ArtifactID id) -> ObjectInfo
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{
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ObjectInfo artInfo;
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- artInfo.probability = 1e6; //99,9% to spawn that art in first treasure pile
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+ artInfo.probability = std::numeric_limits<ui16>::max(); //99,9% to spawn that art in first treasure pile
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artInfo.maxPerZone = 1;
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artInfo.value = 2000; //treasure art
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artInfo.setTemplate(Obj::ARTIFACT, id, this->terrainType);
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