1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-06-02 23:07:36 +02:00

BattleInfo stacks are now unique_ptr's

This commit is contained in:
Ivan Savenko 2025-03-17 21:21:39 +00:00
parent c02a8a84fd
commit 0101d5ff67
4 changed files with 30 additions and 31 deletions

View File

@ -341,9 +341,9 @@ const IBonusBearer* CStack::getBonusBearer() const
bool CStack::unitHasAmmoCart(const battle::Unit * unit) const
{
for(const CStack * st : battle->stacks)
for(const auto & st : battle->stacks)
{
if(battle->battleMatchOwner(st, unit, true) && st->unitType()->getId() == CreatureID::AMMO_CART)
if(battle->battleMatchOwner(st.get(), unit, true) && st->unitType()->getId() == CreatureID::AMMO_CART)
{
return st->alive();
}

View File

@ -40,24 +40,22 @@ SideInBattle & BattleInfo::getSide(BattleSide side)
}
///BattleInfo
CStack * BattleInfo::generateNewStack(uint32_t id, const CStackInstance & base, BattleSide side, const SlotID & slot, const BattleHex & position)
void BattleInfo::generateNewStack(uint32_t id, const CStackInstance & base, BattleSide side, const SlotID & slot, const BattleHex & position)
{
PlayerColor owner = getSide(side).color;
assert(!owner.isValidPlayer() || (base.armyObj && base.armyObj->tempOwner == owner));
auto * ret = new CStack(&base, owner, id, side, slot);
auto ret = std::make_unique<CStack>(&base, owner, id, side, slot);
ret->initialPosition = getAvailableHex(base.getCreatureID(), side, position.toInt()); //TODO: what if no free tile on battlefield was found?
stacks.push_back(ret);
return ret;
stacks.push_back(std::move(ret));
}
CStack * BattleInfo::generateNewStack(uint32_t id, const CStackBasicDescriptor & base, BattleSide side, const SlotID & slot, const BattleHex & position)
void BattleInfo::generateNewStack(uint32_t id, const CStackBasicDescriptor & base, BattleSide side, const SlotID & slot, const BattleHex & position)
{
PlayerColor owner = getSide(side).color;
auto * ret = new CStack(&base, owner, id, side, slot);
auto ret = std::make_unique<CStack>(&base, owner, id, side, slot);
ret->initialPosition = position;
stacks.push_back(ret);
return ret;
stacks.push_back(std::move(ret));
}
void BattleInfo::localInit()
@ -69,7 +67,7 @@ void BattleInfo::localInit()
armyObj->attachTo(*this);
}
for(CStack * s : stacks)
for(auto & s : stacks)
s->localInit(this);
exportBonuses();
@ -166,8 +164,6 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
for(auto i : { BattleSide::LEFT_SIDE, BattleSide::RIGHT_SIDE})
currentBattle->sides[i].init(heroes[i], armies[i]);
std::vector<CStack*> & stacks = (currentBattle->stacks);
currentBattle->tile = tile;
currentBattle->terrainType = terrain;
currentBattle->battlefieldType = battlefieldType;
@ -371,7 +367,7 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
//Moat generating is done on server
}
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
std::stable_sort(currentBattle->stacks.begin(), currentBattle->stacks.end(), [cmpst](const auto & left, const auto & right){ return cmpst(left.get(), right.get());});
auto neutral = std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL);
auto good = std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD);
@ -502,8 +498,7 @@ std::optional<PlayerColor> BattleInfo::getPlayerID() const
BattleInfo::~BattleInfo()
{
for (auto & elem : stacks)
delete elem;
stacks.clear();
for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
if(auto * _armyObj = battleGetArmyObject(i))
@ -518,14 +513,18 @@ int32_t BattleInfo::getActiveStackID() const
TStacks BattleInfo::getStacksIf(const TStackFilter & predicate) const
{
TStacks ret;
vstd::copy_if(stacks, std::back_inserter(ret), predicate);
for (const auto & stack : stacks)
if (predicate(stack.get()))
ret.push_back(stack.get());
return ret;
}
battle::Units BattleInfo::getUnitsIf(const battle::UnitFilter & predicate) const
{
battle::Units ret;
vstd::copy_if(stacks, std::back_inserter(ret), predicate);
for (const auto & stack : stacks)
if (predicate(stack.get()))
ret.push_back(stack.get());
return ret;
}
@ -643,7 +642,7 @@ void BattleInfo::nextRound()
}
round += 1;
for(CStack * s : stacks)
for(auto & s : stacks)
{
// new turn effects
s->reduceBonusDurations(Bonus::NTurns);
@ -675,11 +674,11 @@ void BattleInfo::addUnit(uint32_t id, const JsonNode & data)
PlayerColor owner = getSidePlayer(info.side);
auto * ret = new CStack(&base, owner, info.id, info.side, SlotID::SUMMONED_SLOT_PLACEHOLDER);
auto ret = std::make_unique<CStack>(&base, owner, info.id, info.side, SlotID::SUMMONED_SLOT_PLACEHOLDER);
ret->initialPosition = info.position;
stacks.push_back(ret);
ret->localInit(this);
ret->summoned = info.summoned;
stacks.push_back(std::move(ret));
stacks.back()->localInit(this);
stacks.back()->summoned = info.summoned;
}
void BattleInfo::moveUnit(uint32_t id, const BattleHex & destination)
@ -755,7 +754,7 @@ void BattleInfo::setUnitState(uint32_t id, const JsonNode & data, int64_t health
if(!changedStack->alive() && changedStack->isClone())
{
for(CStack * s : stacks)
for(auto & s : stacks)
{
if(s->cloneID == changedStack->unitId())
s->cloneID = -1;
@ -793,7 +792,7 @@ void BattleInfo::removeUnit(uint32_t id)
}
//cleanup remaining clone links if any
for(auto * s : stacks)
for(auto & s : stacks)
{
if(s->cloneID == toRemoveId)
s->cloneID = -1;

View File

@ -36,7 +36,7 @@ public:
const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
int3 tile; //for background and bonuses
bool replayAllowed;
std::vector<CStack*> stacks;
std::vector<std::unique_ptr<CStack>> stacks;
std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
SiegeInfo si;
@ -145,8 +145,8 @@ public:
using CBattleInfoEssentials::battleGetFightingHero;
CGHeroInstance * battleGetFightingHero(BattleSide side) const;
CStack * generateNewStack(uint32_t id, const CStackInstance & base, BattleSide side, const SlotID & slot, const BattleHex & position);
CStack * generateNewStack(uint32_t id, const CStackBasicDescriptor & base, BattleSide side, const SlotID & slot, const BattleHex & position);
void generateNewStack(uint32_t id, const CStackInstance & base, BattleSide side, const SlotID & slot, const BattleHex & position);
void generateNewStack(uint32_t id, const CStackBasicDescriptor & base, BattleSide side, const SlotID & slot, const BattleHex & position);
const SideInBattle & getSide(BattleSide side) const;
SideInBattle & getSide(BattleSide side);

View File

@ -260,12 +260,12 @@ TEST_F(CGameStateTest, DISABLED_issue2765)
const CStack * att = nullptr;
const CStack * def = nullptr;
for(const CStack * s : gameState->currentBattles.front()->stacks)
for(const auto & s : gameState->currentBattles.front()->stacks)
{
if(s->unitType()->getId() == CreatureID::BALLISTA && s->unitSide() == BattleSide::DEFENDER)
def = s;
def = s.get();
else if(s->unitType()->getId() == CreatureID(69) && s->unitSide() == BattleSide::ATTACKER)
att = s;
att = s.get();
}
ASSERT_NE(att, nullptr);
ASSERT_NE(def, nullptr);