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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-23 00:28:08 +02:00

Map objects now use shared_ptr (game)

This commit is contained in:
Ivan Savenko
2025-03-13 19:42:18 +00:00
parent 2ca1748e96
commit 0ada2a5ebd
49 changed files with 487 additions and 613 deletions

View File

@ -188,34 +188,6 @@ std::string StatisticDataSet::writeCsv()
return filePath.string();
}
std::vector<const CGMine *> Statistic::getMines(const CGameState * gs, const PlayerState * ps)
{
std::vector<const CGMine *> tmp;
std::vector<const CGObjectInstance *> ownedObjects;
for(const CGObjectInstance * obj : gs->getMap().objects)
{
if(obj && obj->tempOwner == ps->color)
ownedObjects.push_back(obj);
}
/// This is code from CPlayerSpecificInfoCallback::getMyObjects
/// I'm really need to find out about callback interface design...
for(const auto * object : ownedObjects)
{
//Mines
if ( object->ID == Obj::MINE )
{
const auto * mine = dynamic_cast<const CGMine *>(object);
assert(mine);
tmp.push_back(mine);
}
}
return tmp;
}
//calculates total number of artifacts that belong to given player
int Statistic::getNumberOfArts(const PlayerState * ps)
{
@ -267,15 +239,8 @@ int Statistic::getIncome(const CGameState * gs, const PlayerState * ps)
int totalIncome = 0;
//Heroes can produce gold as well - skill, specialty or arts
for(const auto & h : ps->getHeroes())
totalIncome += h->dailyIncome()[EGameResID::GOLD];
//Add town income of all towns
for(const auto & t : ps->getTowns())
totalIncome += t->dailyIncome()[EGameResID::GOLD];
for(const CGMine * mine : getMines(gs, ps))
totalIncome += mine->dailyIncome()[EGameResID::GOLD];
for(const auto & object : ps->getOwnedObjects())
totalIncome += object->asOwnable()->dailyIncome()[EGameResID::GOLD];
return totalIncome;
}
@ -366,9 +331,16 @@ std::map<EGameResID, int> Statistic::getNumMines(const CGameState * gs, const Pl
for(auto & res : EGameResID::ALL_RESOURCES())
tmp[res] = 0;
for(const CGMine * mine : getMines(gs, ps))
tmp[mine->producedResource]++;
for(const auto * object : ps->getOwnedObjects())
{
//Mines
if ( object->ID == Obj::MINE )
{
const auto * mine = dynamic_cast<const CGMine *>(object);
assert(mine);
tmp[mine->producedResource]++;
}
}
return tmp;
}