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code review
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@ -467,29 +467,19 @@ void AdventureMapShortcuts::search(bool next)
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{
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// get all relevant objects
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std::vector<ObjectInstanceID> visitableObjInstances;
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int3 mapSizes = LOCPLINT->cb->getMapSize();
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for(int x = 0; x < mapSizes.x; x++)
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for(int y = 0; y < mapSizes.y; y++)
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for(int z = 0; z < mapSizes.z; z++)
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for(auto & obj : LOCPLINT->cb->getVisitableObjs(int3(x, y, z), false))
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if(obj->ID != MapObjectID::MONSTER && obj->ID != MapObjectID::EVENT && obj->ID != MapObjectID::HERO)
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visitableObjInstances.push_back(obj->id);
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for(auto & obj : LOCPLINT->cb->getAllVisitableObjs())
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if(obj->ID != MapObjectID::MONSTER && obj->ID != MapObjectID::HERO && obj->ID != MapObjectID::TOWN)
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visitableObjInstances.push_back(obj->id);
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// count of elements for each group
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// count of elements for each group (map is already sorted)
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std::map<std::string, int> mapObjCount;
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for(auto & obj : visitableObjInstances)
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mapObjCount[{ VLC->objtypeh->getObjectName(LOCPLINT->cb->getObjInstance(obj)->getObjGroupIndex(), LOCPLINT->cb->getObjInstance(obj)->getObjTypeIndex()) }]++;
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mapObjCount[{ LOCPLINT->cb->getObjInstance(obj)->getObjectName() }]++;
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// sort by name
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// convert to vector for indexed access
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std::vector<std::pair<std::string, int>> textCountList;
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for (auto itr = mapObjCount.begin(); itr != mapObjCount.end(); ++itr)
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textCountList.push_back(*itr);
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std::sort(textCountList.begin(), textCountList.end(),
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[=](std::pair<std::string, int>& a, std::pair<std::string, int>& b)
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{
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return a.first < b.first;
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}
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);
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// get pos of last selection
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int lastSel = 0;
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@ -510,7 +500,7 @@ void AdventureMapShortcuts::search(bool next)
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// filter for matching objects
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std::vector<ObjectInstanceID> selVisitableObjInstances;
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for(auto & obj : visitableObjInstances)
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if(selObj == VLC->objtypeh->getObjectName(LOCPLINT->cb->getObjInstance(obj)->getObjGroupIndex(), LOCPLINT->cb->getObjInstance(obj)->getObjTypeIndex()))
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if(selObj == LOCPLINT->cb->getObjInstance(obj)->getObjectName())
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selVisitableObjInstances.push_back(obj);
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if(searchPos + 1 < selVisitableObjInstances.size() && searchLast == selObj)
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@ -520,7 +510,7 @@ void AdventureMapShortcuts::search(bool next)
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auto objInst = LOCPLINT->cb->getObjInstance(selVisitableObjInstances[searchPos]);
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owner.centerOnObject(objInst);
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searchLast = VLC->objtypeh->getObjectName(objInst->getObjGroupIndex(), objInst->getObjTypeIndex());
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searchLast = objInst->getObjectName();
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};
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if(next)
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@ -479,6 +479,17 @@ std::vector <const CGObjectInstance *> CGameInfoCallback::getVisitableObjs(int3
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return ret;
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}
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std::vector<ConstTransitivePtr<CGObjectInstance>> CGameInfoCallback::getAllVisitableObjs() const
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{
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std::vector<ConstTransitivePtr<CGObjectInstance>> ret;
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for(auto & obj : gs->map->objects)
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if(obj->isVisitable() && obj->ID != Obj::EVENT && getTile(obj->pos, false))
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ret.push_back(obj);
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return ret;
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}
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const CGObjectInstance * CGameInfoCallback::getTopObj (int3 pos) const
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{
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return vstd::backOrNull(getVisitableObjs(pos));
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@ -11,6 +11,7 @@
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#include "int3.h"
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#include "ResourceSet.h" // for Res
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#include "ConstTransitivePtr.h"
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#define ASSERT_IF_CALLED_WITH_PLAYER if(!getPlayerID()) {logGlobal->error(BOOST_CURRENT_FUNCTION); assert(0);}
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@ -189,6 +190,7 @@ public:
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const CGObjectInstance * getObj(ObjectInstanceID objid, bool verbose = true) const override;
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virtual std::vector <const CGObjectInstance * > getBlockingObjs(int3 pos)const;
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std::vector <const CGObjectInstance * > getVisitableObjs(int3 pos, bool verbose = true) const override;
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std::vector<ConstTransitivePtr<CGObjectInstance>> getAllVisitableObjs() const;
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virtual std::vector <const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
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virtual const CGObjectInstance * getTopObj (int3 pos) const;
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virtual PlayerColor getOwner(ObjectInstanceID heroID) const;
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