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https://github.com/vcmi/vcmi.git
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Fix typos using https://github.com/crate-ci/typos
Changes were reviewed manually
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@ -470,11 +470,11 @@ void CGameHandler::handleClientDisconnection(std::shared_ptr<CConnection> c)
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void CGameHandler::handleReceivedPack(CPackForServer * pack)
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{
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//prepare struct informing that action was applied
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auto sendPackageResponse = [&](bool succesfullyApplied)
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auto sendPackageResponse = [&](bool successfullyApplied)
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{
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PackageApplied applied;
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applied.player = pack->player;
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applied.result = succesfullyApplied;
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applied.result = successfullyApplied;
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applied.packType = CTypeList::getInstance().getTypeID(pack);
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applied.requestID = pack->requestID;
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pack->c->sendPack(&applied);
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@ -2336,7 +2336,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
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if(upgradeNumber >= t->town->creatures.at(level).size())
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{
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complain(boost::str(boost::format("Error ecountered when building dwelling (bid=%s):"
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complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):"
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"no creature found (upgrade number %d, level %d!")
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% buildingID % upgradeNumber % level));
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return;
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@ -2375,7 +2375,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
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};
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//Checks if all requirements will be met with expected building list "buildingsThatWillBe"
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auto areRequirementsFullfilled = [&](const BuildingID & buildID)
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auto areRequirementsFulfilled = [&](const BuildingID & buildID)
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{
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return buildingsThatWillBe.count(buildID);
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};
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@ -2397,7 +2397,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
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//Prepare structure (list of building ids will be filled later)
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NewStructures ns;
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ns.tid = tid;
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ns.builded = force ? t->builded : (t->builded+1);
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ns.built = force ? t->built : (t->built+1);
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std::queue<const CBuilding*> buildingsToAdd;
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buildingsToAdd.push(requestedBuilding);
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@ -2415,7 +2415,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
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{
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auto actualRequirements = t->genBuildingRequirements(autoBuilding->bid);
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if(actualRequirements.test(areRequirementsFullfilled))
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if(actualRequirements.test(areRequirementsFulfilled))
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buildingsToAdd.push(autoBuilding);
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}
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}
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@ -2613,7 +2613,7 @@ void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst
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{
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//try to merge two other stacks to make place
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std::pair<SlotID, SlotID> toMerge;
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if (dst->mergableStacks(toMerge, i->first) && allowMerging)
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if (dst->mergeableStacks(toMerge, i->first) && allowMerging)
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{
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moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
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assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
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@ -3335,7 +3335,7 @@ bool CGameHandler::queryReply(QueryID qid, std::optional<int32_t> answer, Player
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void CGameHandler::handleTimeEvents()
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{
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gs->map->events.sort(evntCmp);
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while(gs->map->events.size() && gs->map->events.front().firstOccurence+1 == gs->day)
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while(gs->map->events.size() && gs->map->events.front().firstOccurrence+1 == gs->day)
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{
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CMapEvent ev = gs->map->events.front();
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@ -3370,11 +3370,11 @@ void CGameHandler::handleTimeEvents()
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}
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} //PLAYERS LOOP
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if (ev.nextOccurence)
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if (ev.nextOccurrence)
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{
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gs->map->events.pop_front();
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ev.firstOccurence += ev.nextOccurence;
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ev.firstOccurrence += ev.nextOccurrence;
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auto it = gs->map->events.begin();
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while(it != gs->map->events.end() && it->earlierThanOrEqual(ev))
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it++;
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@ -3395,7 +3395,7 @@ void CGameHandler::handleTimeEvents()
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void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
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{
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town->events.sort(evntCmp);
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while(town->events.size() && town->events.front().firstOccurence == gs->day)
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while(town->events.size() && town->events.front().firstOccurrence == gs->day)
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{
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PlayerColor player = town->tempOwner;
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CCastleEvent ev = town->events.front();
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@ -3453,11 +3453,11 @@ void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n)
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sendAndApply(&iw); //show dialog
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}
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if (ev.nextOccurence)
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if (ev.nextOccurrence)
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{
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town->events.pop_front();
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ev.firstOccurence += ev.nextOccurence;
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ev.firstOccurrence += ev.nextOccurrence;
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auto it = town->events.begin();
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while(it != town->events.end() && it->earlierThanOrEqual(ev))
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it++;
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@ -3663,9 +3663,9 @@ bool CGameHandler::buildBoat(ObjectInstanceID objid, PlayerColor playerID)
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TResources boatCost;
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obj->getBoatCost(boatCost);
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TResources aviable = getPlayerState(playerID)->resources;
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TResources available = getPlayerState(playerID)->resources;
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if (!aviable.canAfford(boatCost))
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if (!available.canAfford(boatCost))
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{
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complain("Not enough resources to build a boat!");
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return false;
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