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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-23 21:29:13 +02:00

Enum is now in its own namespace, comments for enum values removed

Using Namespace Fix for linux compilation.


NO_OF_PHASES renamed to NUMBER_OF_PHASES, removed duplicate phase documentation
This commit is contained in:
krs 2023-03-01 17:35:20 +02:00
parent 7421fabf2c
commit 26bca26bd8
4 changed files with 29 additions and 28 deletions

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@ -355,6 +355,8 @@ battle::Units CBattleInfoCallback::battleAliveUnits(ui8 side) const
}); });
} }
using namespace battle;
//T is battle::Unit descendant //T is battle::Unit descendant
template <typename T> template <typename T>
const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, int8_t & sideThatLastMoved, int phase) const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, int8_t & sideThatLastMoved, int phase)
@ -378,7 +380,7 @@ const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, int8_t &
switch(phase) switch(phase)
{ {
case battle::NORMAL: // Faster first, attacker priority, higher slot first case BattlePhases::NORMAL: // Faster first, attacker priority, higher slot first
if(returnedUnit == nullptr || currentUnitInitiative > returnedUnitInitiative) if(returnedUnit == nullptr || currentUnitInitiative > returnedUnitInitiative)
{ {
returnedUnit = currentUnit; returnedUnit = currentUnit;
@ -400,8 +402,8 @@ const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, int8_t &
} }
} }
break; break;
case battle::WAIT_MORALE: // Slower first, higher slot first case BattlePhases::WAIT_MORALE: // Slower first, higher slot first
case battle::WAIT: case BattlePhases::WAIT:
if(returnedUnit == nullptr || currentUnitInitiative < returnedUnitInitiative) if(returnedUnit == nullptr || currentUnitInitiative < returnedUnitInitiative)
{ {
returnedUnit = currentUnit; returnedUnit = currentUnit;
@ -452,12 +454,8 @@ void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & turns,
turns.emplace_back(); turns.emplace_back();
// We'll split creatures with remaining movement to 4 buckets // We'll split creatures with remaining movement to 4 buckets (SIEGE, NORMAL, WAIT_MORALE, WAIT)
// [0] SIEGE - turrets/catapult, std::array<battle::Units, BattlePhases::NUMBER_OF_PHASES> phases; // Access using BattlePhases enum
// [1] NORMAL - normal (unmoved) creatures, other war machines,
// [2] WAIT_MORALE - waited creatures that had morale,
// [3] WAIT - rest of waited creatures
std::array<battle::Units, battle::MAX_NO_OF_PHASES> phases; // Access using BattlePhases enum
const battle::Unit * activeUnit = battleActiveUnit(); const battle::Unit * activeUnit = battleActiveUnit();
@ -503,17 +501,17 @@ void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & turns,
phases[unitPhase].push_back(unit); phases[unitPhase].push_back(unit);
} }
boost::sort(phases[battle::SIEGE], CMP_stack(battle::SIEGE, actualTurn, sideThatLastMoved)); boost::sort(phases[BattlePhases::SIEGE], CMP_stack(BattlePhases::SIEGE, actualTurn, sideThatLastMoved));
std::copy(phases[battle::SIEGE].begin(), phases[battle::SIEGE].end(), std::back_inserter(turns.back())); std::copy(phases[BattlePhases::SIEGE].begin(), phases[BattlePhases::SIEGE].end(), std::back_inserter(turns.back()));
if(turnsIsFull()) if(turnsIsFull())
return; return;
for(int phase = battle::NORMAL; phase < battle::MAX_NO_OF_PHASES; phase++) for(uint8_t phase = BattlePhases::NORMAL; phase < BattlePhases::NUMBER_OF_PHASES; phase++)
boost::sort(phases[phase], CMP_stack(phase, actualTurn, sideThatLastMoved)); boost::sort(phases[phase], CMP_stack(phase, actualTurn, sideThatLastMoved));
int phase = battle::NORMAL; uint8_t phase = BattlePhases::NORMAL;
while(!turnsIsFull() && phase < battle::MAX_NO_OF_PHASES) while(!turnsIsFull() && phase < BattlePhases::NUMBER_OF_PHASES)
{ {
const battle::Unit * currentUnit = nullptr; const battle::Unit * currentUnit = nullptr;
if(phases[phase].empty()) if(phases[phase].empty())

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@ -609,22 +609,22 @@ bool CUnitState::waited(int turn) const
return false; return false;
} }
BattlePhases CUnitState::battleQueuePhase(int turn) const BattlePhases::Type CUnitState::battleQueuePhase(int turn) const
{ {
if(turn <= 0 && waited()) //consider waiting state only for ongoing round if(turn <= 0 && waited()) //consider waiting state only for ongoing round
{ {
if(hadMorale) if(hadMorale)
return battle::WAIT_MORALE; return BattlePhases::WAIT_MORALE;
else else
return battle::WAIT; return BattlePhases::WAIT;
} }
else if(creatureIndex() == CreatureID::CATAPULT || isTurret()) //catapult and turrets are first else if(creatureIndex() == CreatureID::CATAPULT || isTurret()) //catapult and turrets are first
{ {
return battle::SIEGE; return BattlePhases::SIEGE;
} }
else else
{ {
return battle::NORMAL; return BattlePhases::NORMAL;
} }
} }

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@ -225,7 +225,7 @@ public:
std::shared_ptr<Unit> acquire() const override; std::shared_ptr<Unit> acquire() const override;
std::shared_ptr<CUnitState> acquireState() const override; std::shared_ptr<CUnitState> acquireState() const override;
BattlePhases battleQueuePhase(int turn) const override; BattlePhases::Type battleQueuePhase(int turn) const override;
int getTotalAttacks(bool ranged) const override; int getTotalAttacks(bool ranged) const override;

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@ -26,14 +26,17 @@ class JsonSerializeFormat;
namespace battle namespace battle
{ {
enum BattlePhases namespace BattlePhases
{ {
SIEGE, // [0] - turrets/catapult, enum Type
NORMAL, // [1] - normal (unmoved) creatures, other war machines, {
WAIT_MORALE, // [2] - waited creatures that had morale, SIEGE, // turrets/catapult,
WAIT, // [3] - rest of waited creatures NORMAL, // normal (unmoved) creatures, other war machines,
MAX_NO_OF_PHASES // [4] - number of phases. WAIT_MORALE, // waited creatures that had morale,
WAIT, // rest of waited creatures
NUMBER_OF_PHASES // number of phases.
}; };
}
class CUnitState; class CUnitState;
@ -89,7 +92,7 @@ public:
virtual std::shared_ptr<Unit> acquire() const = 0; virtual std::shared_ptr<Unit> acquire() const = 0;
virtual std::shared_ptr<CUnitState> acquireState() const = 0; virtual std::shared_ptr<CUnitState> acquireState() const = 0;
virtual BattlePhases battleQueuePhase(int turn) const = 0; virtual BattlePhases::Type battleQueuePhase(int turn) const = 0;
virtual std::string getDescription() const; virtual std::string getDescription() const;