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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-04 23:17:41 +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

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@ -341,9 +341,9 @@ const IBonusBearer* CStack::getBonusBearer() const
bool CStack::unitHasAmmoCart(const battle::Unit * unit) 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(); return st->alive();
} }

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

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@ -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) 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 int3 tile; //for background and bonuses
bool replayAllowed; bool replayAllowed;
std::vector<CStack*> stacks; std::vector<std::unique_ptr<CStack>> stacks;
std::vector<std::shared_ptr<CObstacleInstance> > obstacles; std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
SiegeInfo si; SiegeInfo si;
@ -145,8 +145,8 @@ public:
using CBattleInfoEssentials::battleGetFightingHero; using CBattleInfoEssentials::battleGetFightingHero;
CGHeroInstance * battleGetFightingHero(BattleSide side) const; CGHeroInstance * battleGetFightingHero(BattleSide side) const;
CStack * generateNewStack(uint32_t id, const CStackInstance & 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);
CStack * generateNewStack(uint32_t id, const CStackBasicDescriptor & 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; const SideInBattle & getSide(BattleSide side) const;
SideInBattle & getSide(BattleSide side); SideInBattle & getSide(BattleSide side);

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