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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

Remove type registration from library pack applying

This commit is contained in:
Ivan Savenko
2024-08-23 20:56:32 +00:00
parent b84af1a6de
commit 232a759db7
12 changed files with 150 additions and 172 deletions

View File

@@ -826,7 +826,7 @@ void LobbyPvPAction::visitTyped(ICPackVisitor & visitor)
visitor.visitLobbyPvPAction(*this);
}
void SetResources::applyGs(CGameState * gs) const
void SetResources::applyGs(CGameState *gs)
{
assert(player.isValidPlayer());
if(abs)
@@ -841,14 +841,14 @@ void SetResources::applyGs(CGameState * gs) const
gs->getPlayerState(player)->resources.positive();
}
void SetPrimSkill::applyGs(CGameState * gs) const
void SetPrimSkill::applyGs(CGameState *gs)
{
CGHeroInstance * hero = gs->getHero(id);
assert(hero);
hero->setPrimarySkill(which, val, abs);
}
void SetSecSkill::applyGs(CGameState * gs) const
void SetSecSkill::applyGs(CGameState *gs)
{
CGHeroInstance *hero = gs->getHero(id);
hero->setSecSkillLevel(which, val, abs);
@@ -883,7 +883,7 @@ void SetCommanderProperty::applyGs(CGameState *gs)
}
}
void AddQuest::applyGs(CGameState * gs) const
void AddQuest::applyGs(CGameState *gs)
{
assert (vstd::contains(gs->players, player));
auto * vec = &gs->players[player].quests;
@@ -893,17 +893,17 @@ void AddQuest::applyGs(CGameState * gs) const
logNetwork->warn("Warning! Attempt to add duplicated quest");
}
void UpdateArtHandlerLists::applyGs(CGameState * gs) const
void UpdateArtHandlerLists::applyGs(CGameState *gs)
{
gs->allocatedArtifacts = allocatedArtifacts;
}
void ChangeFormation::applyGs(CGameState * gs) const
void ChangeFormation::applyGs(CGameState *gs)
{
gs->getHero(hid)->setFormation(formation);
}
void HeroVisitCastle::applyGs(CGameState * gs) const
void HeroVisitCastle::applyGs(CGameState *gs)
{
CGHeroInstance *h = gs->getHero(hid);
CGTownInstance *t = gs->getTown(tid);
@@ -929,7 +929,7 @@ void ChangeSpells::applyGs(CGameState *gs)
hero->removeSpellFromSpellbook(sid);
}
void SetMana::applyGs(CGameState * gs) const
void SetMana::applyGs(CGameState *gs)
{
CGHeroInstance * hero = gs->getHero(hid);
@@ -943,7 +943,7 @@ void SetMana::applyGs(CGameState * gs) const
vstd::amax(hero->mana, 0); //not less than 0
}
void SetMovePoints::applyGs(CGameState * gs) const
void SetMovePoints::applyGs(CGameState *gs)
{
CGHeroInstance *hero = gs->getHero(hid);
@@ -1031,7 +1031,7 @@ void ChangeObjPos::applyGs(CGameState *gs)
gs->map->addBlockVisTiles(obj);
}
void ChangeObjectVisitors::applyGs(CGameState * gs) const
void ChangeObjectVisitors::applyGs(CGameState *gs)
{
switch (mode) {
case VISITOR_ADD:
@@ -1074,7 +1074,7 @@ void ChangeObjectVisitors::applyGs(CGameState * gs) const
}
}
void ChangeArtifactsCostume::applyGs(CGameState * gs) const
void ChangeArtifactsCostume::applyGs(CGameState *gs)
{
auto & allCostumes = gs->getPlayerState(player)->costumesArtifacts;
if(const auto & costume = allCostumes.find(costumeIdx); costume != allCostumes.end())
@@ -1083,7 +1083,7 @@ void ChangeArtifactsCostume::applyGs(CGameState * gs) const
allCostumes.try_emplace(costumeIdx, costumeSet);
}
void PlayerEndsGame::applyGs(CGameState * gs) const
void PlayerEndsGame::applyGs(CGameState *gs)
{
PlayerState *p = gs->getPlayerState(player);
if(victoryLossCheckResult.victory())
@@ -1352,14 +1352,14 @@ void RazeStructures::applyGs(CGameState *gs)
t->recreateBuildingsBonuses();
}
void SetAvailableCreatures::applyGs(CGameState * gs) const
void SetAvailableCreatures::applyGs(CGameState *gs)
{
auto * dw = dynamic_cast<CGDwelling *>(gs->getObjInstance(tid));
assert(dw);
dw->creatures = creatures;
}
void SetHeroesInTown::applyGs(CGameState * gs) const
void SetHeroesInTown::applyGs(CGameState *gs)
{
CGTownInstance *t = gs->getTown(tid);
@@ -1388,7 +1388,7 @@ void SetHeroesInTown::applyGs(CGameState * gs) const
}
}
void HeroRecruited::applyGs(CGameState * gs) const
void HeroRecruited::applyGs(CGameState *gs)
{
CGHeroInstance *h = gs->heroesPool->takeHeroFromPool(hid);
CGTownInstance *t = gs->getTown(tid);
@@ -1425,7 +1425,7 @@ void HeroRecruited::applyGs(CGameState * gs) const
t->setVisitingHero(h);
}
void GiveHero::applyGs(CGameState * gs) const
void GiveHero::applyGs(CGameState *gs)
{
CGHeroInstance *h = gs->getHero(id);
@@ -1515,7 +1515,7 @@ struct GetBase
}
};
void ChangeStackCount::applyGs(CGameState * gs)
void ChangeStackCount::applyGs(CGameState *gs)
{
auto * srcObj = gs->getArmyInstance(army);
if(!srcObj)
@@ -1527,7 +1527,7 @@ void ChangeStackCount::applyGs(CGameState * gs)
srcObj->changeStackCount(slot, count);
}
void SetStackType::applyGs(CGameState * gs)
void SetStackType::applyGs(CGameState *gs)
{
auto * srcObj = gs->getArmyInstance(army);
if(!srcObj)
@@ -1536,7 +1536,7 @@ void SetStackType::applyGs(CGameState * gs)
srcObj->setStackType(slot, type);
}
void EraseStack::applyGs(CGameState * gs)
void EraseStack::applyGs(CGameState *gs)
{
auto * srcObj = gs->getArmyInstance(army);
if(!srcObj)
@@ -1545,7 +1545,7 @@ void EraseStack::applyGs(CGameState * gs)
srcObj->eraseStack(slot);
}
void SwapStacks::applyGs(CGameState * gs)
void SwapStacks::applyGs(CGameState *gs)
{
auto * srcObj = gs->getArmyInstance(srcArmy);
if(!srcObj)
@@ -1570,7 +1570,7 @@ void InsertNewStack::applyGs(CGameState *gs)
throw std::runtime_error("InsertNewStack: invalid army object " + std::to_string(army.getNum()) + ", possible game state corruption.");
}
void RebalanceStacks::applyGs(CGameState * gs)
void RebalanceStacks::applyGs(CGameState *gs)
{
auto * srcObj = gs->getArmyInstance(srcArmy);
if(!srcObj)
@@ -1675,13 +1675,13 @@ void RebalanceStacks::applyGs(CGameState * gs)
CBonusSystemNode::treeHasChanged();
}
void BulkRebalanceStacks::applyGs(CGameState * gs)
void BulkRebalanceStacks::applyGs(CGameState *gs)
{
for(auto & move : moves)
move.applyGs(gs);
}
void BulkSmartRebalanceStacks::applyGs(CGameState * gs)
void BulkSmartRebalanceStacks::applyGs(CGameState *gs)
{
for(auto & move : moves)
move.applyGs(gs);
@@ -1734,7 +1734,7 @@ void EraseArtifact::applyGs(CGameState *gs)
art->removeFrom(*artSet, al.slot);
}
void BulkMoveArtifacts::applyGs(CGameState * gs)
void BulkMoveArtifacts::applyGs(CGameState *gs)
{
const auto bulkArtsRemove = [](std::vector<LinkedSlots> & artsPack, CArtifactSet & artSet)
{
@@ -1872,7 +1872,7 @@ void HeroVisit::applyGs(CGameState *gs)
{
}
void SetAvailableArtifacts::applyGs(CGameState * gs) const
void SetAvailableArtifacts::applyGs(CGameState *gs)
{
if(id != ObjectInstanceID::NONE)
{
@@ -1923,7 +1923,7 @@ void NewTurn::applyGs(CGameState *gs)
gs->getPlayerState(re.first)->resources.amin(GameConstants::PLAYER_RESOURCES_CAP);
}
for(const auto & creatureSet : cres) //set available creatures in towns
for(auto & creatureSet : cres) //set available creatures in towns
creatureSet.second.applyGs(gs);
for(CGTownInstance* t : gs->map->towns)
@@ -1933,7 +1933,7 @@ void NewTurn::applyGs(CGameState *gs)
gs->currentRumor = *newRumor;
}
void SetObjectProperty::applyGs(CGameState * gs) const
void SetObjectProperty::applyGs(CGameState *gs)
{
CGObjectInstance *obj = gs->getObjInstance(id);
if(!obj)
@@ -1981,14 +1981,14 @@ void SetObjectProperty::applyGs(CGameState * gs) const
}
}
void HeroLevelUp::applyGs(CGameState * gs) const
void HeroLevelUp::applyGs(CGameState *gs)
{
auto * hero = gs->getHero(heroId);
assert(hero);
hero->levelUp(skills);
}
void CommanderLevelUp::applyGs(CGameState * gs) const
void CommanderLevelUp::applyGs(CGameState *gs)
{
auto * hero = gs->getHero(heroId);
assert(hero);
@@ -1997,7 +1997,7 @@ void CommanderLevelUp::applyGs(CGameState * gs) const
commander->levelUp();
}
void BattleStart::applyGs(CGameState * gs) const
void BattleStart::applyGs(CGameState *gs)
{
assert(battleID == gs->nextBattleID);
@@ -2009,17 +2009,17 @@ void BattleStart::applyGs(CGameState * gs) const
gs->nextBattleID = BattleID(gs->nextBattleID.getNum() + 1);
}
void BattleNextRound::applyGs(CGameState * gs) const
void BattleNextRound::applyGs(CGameState *gs)
{
gs->getBattle(battleID)->nextRound();
}
void BattleSetActiveStack::applyGs(CGameState * gs) const
void BattleSetActiveStack::applyGs(CGameState *gs)
{
gs->getBattle(battleID)->nextTurn(stack);
}
void BattleTriggerEffect::applyGs(CGameState * gs) const
void BattleTriggerEffect::applyGs(CGameState *gs)
{
CStack * st = gs->getBattle(battleID)->getStack(stackID);
assert(st);
@@ -2058,13 +2058,13 @@ void BattleTriggerEffect::applyGs(CGameState * gs) const
}
}
void BattleUpdateGateState::applyGs(CGameState * gs) const
void BattleUpdateGateState::applyGs(CGameState *gs)
{
if(gs->getBattle(battleID))
gs->getBattle(battleID)->si.gateState = state;
}
void BattleCancelled::applyGs(CGameState * gs) const
void BattleCancelled::applyGs(CGameState *gs)
{
auto currentBattle = boost::range::find_if(gs->currentBattles, [&](const auto & battle)
{
@@ -2075,7 +2075,7 @@ void BattleCancelled::applyGs(CGameState * gs) const
gs->currentBattles.erase(currentBattle);
}
void BattleResultAccepted::applyGs(CGameState * gs) const
void BattleResultAccepted::applyGs(CGameState *gs)
{
// Remove any "until next battle" bonuses
for(auto & res : heroResult)
@@ -2141,7 +2141,7 @@ void BattleStackMoved::applyBattle(IBattleState * battleState)
battleState->moveUnit(stack, tilesToMove.back());
}
void BattleStackAttacked::applyGs(CGameState * gs)
void BattleStackAttacked::applyGs(CGameState *gs)
{
applyBattle(gs->getBattle(battleID));
}
@@ -2151,7 +2151,7 @@ void BattleStackAttacked::applyBattle(IBattleState * battleState)
battleState->setUnitState(newState.id, newState.data, newState.healthDelta);
}
void BattleAttack::applyGs(CGameState * gs)
void BattleAttack::applyGs(CGameState *gs)
{
CStack * attacker = gs->getBattle(battleID)->getStack(stackAttacking);
assert(attacker);
@@ -2216,7 +2216,7 @@ void StartAction::applyGs(CGameState *gs)
}
}
void BattleSpellCast::applyGs(CGameState * gs) const
void BattleSpellCast::applyGs(CGameState *gs)
{
if(castByHero && side != BattleSide::NONE)
gs->getBattle(battleID)->getSide(side).castSpellsCount++;
@@ -2281,7 +2281,7 @@ void BattleUnitsChanged::applyBattle(IBattleState * battleState)
}
}
void BattleObstaclesChanged::applyGs(CGameState * gs)
void BattleObstaclesChanged::applyGs(CGameState *gs)
{
applyBattle(gs->getBattle(battleID));
}
@@ -2312,7 +2312,7 @@ CatapultAttack::CatapultAttack() = default;
CatapultAttack::~CatapultAttack() = default;
void CatapultAttack::applyGs(CGameState * gs)
void CatapultAttack::applyGs(CGameState *gs)
{
applyBattle(gs->getBattle(battleID));
}
@@ -2338,7 +2338,7 @@ void CatapultAttack::applyBattle(IBattleState * battleState)
}
}
void BattleSetStackProperty::applyGs(CGameState * gs) const
void BattleSetStackProperty::applyGs(CGameState *gs)
{
CStack * stack = gs->getBattle(battleID)->getStack(stackID, false);
switch(which)
@@ -2379,7 +2379,7 @@ void BattleSetStackProperty::applyGs(CGameState * gs) const
}
}
void PlayerCheated::applyGs(CGameState * gs) const
void PlayerCheated::applyGs(CGameState *gs)
{
if(!player.isValidPlayer())
return;
@@ -2389,37 +2389,37 @@ void PlayerCheated::applyGs(CGameState * gs) const
gs->getPlayerState(player)->cheated = true;
}
void PlayerStartsTurn::applyGs(CGameState * gs) const
void PlayerStartsTurn::applyGs(CGameState *gs)
{
//assert(gs->actingPlayers.count(player) == 0);//Legal - may happen after loading of deserialized map state
gs->actingPlayers.insert(player);
}
void PlayerEndsTurn::applyGs(CGameState * gs) const
void PlayerEndsTurn::applyGs(CGameState *gs)
{
assert(gs->actingPlayers.count(player) == 1);
gs->actingPlayers.erase(player);
}
void DaysWithoutTown::applyGs(CGameState * gs) const
void DaysWithoutTown::applyGs(CGameState *gs)
{
auto & playerState = gs->players[player];
playerState.daysWithoutCastle = daysWithoutCastle;
}
void TurnTimeUpdate::applyGs(CGameState *gs) const
void TurnTimeUpdate::applyGs(CGameState *gs)
{
auto & playerState = gs->players[player];
playerState.turnTimer = turnTimer;
}
void EntitiesChanged::applyGs(CGameState * gs)
void EntitiesChanged::applyGs(CGameState *gs)
{
for(const auto & change : changes)
gs->updateEntity(change.metatype, change.entityIndex, change.data);
}
void SetRewardableConfiguration::applyGs(CGameState * gs)
void SetRewardableConfiguration::applyGs(CGameState *gs)
{
auto * objectPtr = gs->getObjInstance(objectID);
@@ -2444,7 +2444,7 @@ void SetRewardableConfiguration::applyGs(CGameState * gs)
}
}
void SetBankConfiguration::applyGs(CGameState * gs)
void SetBankConfiguration::applyGs(CGameState *gs)
{
auto * objectPtr = gs->getObjInstance(objectID);
auto * bankPtr = dynamic_cast<CBank *>(objectPtr);