Issue: Giza’s bonus herd is not programmed to spawn
Giza’s code is currently formatted as follows:
int bonusHerdID = rmObjectDefCreate("bonus herd");
rmObjectDefAddItem(bonusHerdID, cUnitTypeGoat, xsRandInt(2, 3));
rmObjectDefAddConstraint(closeHerdID, vDefaultAvoidEdge);
rmObjectDefAddConstraint(closeHerdID, vDefaultHerdAvoidAll);
rmObjectDefAddConstraint(closeHerdID, vDefaultHerdAvoidImpassableLand);
rmObjectDefAddConstraint(closeHerdID, vDefaultAvoidTowerLOS);
rmObjectDefAddConstraint(closeHerdID, stayInOasis);
addObjectLocsPerPlayer(closeHerdID, false, xsRandInt(1, 2) * getMapSizeBonusFactor(), 70.0, -1.0, avoidHerdMeters);
As you can see in Giza’s code, it declares a bonus herd variable, but then adds constraints to close herd and places close herd again within the same line of code and the bonus herd variable goes unused.
Here is what I assume it should be:
int bonusHerdID = rmObjectDefCreate("bonus herd");
rmObjectDefAddItem(bonusHerdID, cUnitTypeGoat, xsRandInt(2, 3));
rmObjectDefAddConstraint(bonusHerdID, vDefaultAvoidEdge);
rmObjectDefAddConstraint(bonusHerdID, vDefaultHerdAvoidAll);
rmObjectDefAddConstraint(bonusHerdID, vDefaultHerdAvoidImpassableLand);
rmObjectDefAddConstraint(bonusHerdID, vDefaultAvoidTowerLOS);
rmObjectDefAddConstraint(bonusHerdID, stayInOasis);
addObjectLocsPerPlayer(bonusHerdID, false, xsRandInt(1, 2) * getMapSizeBonusFactor(), 70.0, -1.0, avoidHerdMeters);