Use 100 as default for terrain probability as specified in wiki.
This spare a lot of calls to the RNG because c++ code used -1 as 'no probability'(=100%), but WML macros use 100
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2 changed files with 3 additions and 3 deletions
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@ -773,7 +773,7 @@ void terrain_builder::parse_config(const config &cfg, bool local)
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pbr.location_constraints =
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map_location(br["x"].to_int() - 1, br["y"].to_int() - 1);
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pbr.probability = br["probability"].to_int(-1);
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pbr.probability = br["probability"].to_int(100);
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// Mapping anchor indices to anchor locations.
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anchormap anchors;
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@ -912,7 +912,7 @@ bool terrain_builder::rule_matches(const terrain_builder::building_rule &rule,
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return false;
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}
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if(rule.probability != -1) {
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if(rule.probability != 100) {
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unsigned int random = get_noise(loc, rule.get_hash()) % 100;
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if(random > static_cast<unsigned int>(rule.probability)) {
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return false;
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@ -355,7 +355,7 @@ private:
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building_rule() :
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constraints(),
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location_constraints(),
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probability(0),
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probability(100),
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precedence(0),
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local(false),
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hash_(DUMMY_HASH)
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