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- compile fix
- fixed crash if json defines only one creature horde
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parent
74a1d09871
commit
27a30b5ff9
@ -844,4 +844,10 @@ bool AbstractGoal::invalid() const
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void AbstractGoal::accept (VCAI * ai)
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{
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ai->tryRealize(*this);
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};
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}
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template<typename T>
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void CGoal<T>::accept (VCAI * ai)
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{
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ai->tryRealize(static_cast<T&>(*this)); //casting enforces template instantiation
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}
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@ -144,10 +144,7 @@ public:
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OSETTER(CGTownInstance *, town)
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OSETTER(int, bid)
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void accept (VCAI * ai) override
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{
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ai->tryRealize(static_cast<T&>(*this)); //casting enforces template instantiation
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}
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void accept (VCAI * ai) override;
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CGoal<T> * clone() const override
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{
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@ -610,6 +610,7 @@ SDLImage::SDLImage(std::string filename, bool compressed):
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if (surf == nullptr)
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{
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logGlobal->errorStream() << "Error: failed to load image "<<filename;
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return;
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}
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else
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{
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@ -480,9 +480,12 @@ void CTownHandler::loadTown(CTown &town, const JsonNode & source)
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// Horde building creature level
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for(const JsonNode &node : source["horde"].Vector())
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{
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town.hordeLvl[town.hordeLvl.size()] = node.Float();
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}
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// town needs to have exactly 2 horde entries. Validation will take care of 2+ entries
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// but anything below 2 must be handled here
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for (size_t i=source["horde"].Vector().size(); i<2; i++)
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town.hordeLvl[i] = -1;
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const JsonVector & creatures = source["creatures"].Vector();
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@ -606,13 +606,13 @@ public:
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};
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Obj(EObj _num = NO_OBJ) : num(_num)
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{}
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ID_LIKE_CLASS_COMMON(Obj, EObj)
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std::map<int, ConstTransitivePtr<CGDefInfo> > & toDefObjInfo() const;
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EObj num;
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};
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ID_LIKE_CLASS_COMMON(Obj, EObj)
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std::map<int, ConstTransitivePtr<CGDefInfo> > & toDefObjInfo() const;
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EObj num;
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};
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ID_LIKE_OPERATORS_DECLS(Obj, Obj::EObj)
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@ -744,14 +744,19 @@ public:
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{
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FIRST_AVAILABLE = -2,
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PRE_FIRST = -1, //sometimes used as error, sometimes as first free in backpack
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HEAD, SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, RIGHT_RING, LEFT_RING, FEET, MISC1, MISC2, MISC3, MISC4,
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MACH1, MACH2, MACH3, MACH4, SPELLBOOK, MISC5,
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HEAD, SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, //5
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RIGHT_RING, LEFT_RING, FEET, //8
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MISC1, MISC2, MISC3, MISC4, //12
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MACH1, MACH2, MACH3, MACH4, //16
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SPELLBOOK, MISC5, //18
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AFTER_LAST,
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//cres
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CREATURE_SLOT = 0,
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COMMANDER1 = 0, COMMANDER2, COMMANDER3, COMMANDER4, COMMANDER5, COMMANDER6, COMMANDER_AFTER_LAST
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};
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static_assert (AFTER_LAST == 19, "incorrect number of artifact slots");
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ArtifactPosition(EArtifactPosition _num = PRE_FIRST) : num(_num)
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{}
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@ -133,8 +133,8 @@ void CPrivilagedInfoCallback::getAllTiles (std::unordered_set<int3, ShashInt3> &
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{
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for (int yd = 0; yd < gs->map->height; yd++)
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{
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if ((getTile (int3 (xd,yd,zd))->terType == 8 && water)
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|| (getTile (int3 (xd,yd,zd))->terType != 8 && land))
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if ((getTile (int3 (xd,yd,zd))->terType == ETerrainType::WATER && water)
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|| (getTile (int3 (xd,yd,zd))->terType != ETerrainType::WATER && land))
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tiles.insert(int3(xd,yd,zd));
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}
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}
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@ -157,7 +157,7 @@ void CPrivilagedInfoCallback::getFreeTiles (std::vector<int3> &tiles) const
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for (int yd = 0; yd < gs->map->height; yd++)
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{
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tinfo = getTile(int3 (xd,yd,zd));
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if (tinfo->terType != 8 && !tinfo->blocked) //land and free
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if (tinfo->terType != ETerrainType::WATER && !tinfo->blocked) //land and free
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tiles.push_back (int3 (xd,yd,zd));
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}
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}
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@ -567,13 +567,13 @@ EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTow
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{
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ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED);
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if(!t->town->buildings.count(ID))
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return EBuildingState::BUILDING_ERROR;
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const CBuilding * pom = t->town->buildings.at(ID);
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if(t->hasBuilt(ID)) //already built
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if(!t->town->buildings.count(ID))
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return EBuildingState::BUILDING_ERROR;
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const CBuilding * pom = t->town->buildings.at(ID);
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if(t->hasBuilt(ID)) //already built
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return EBuildingState::ALREADY_PRESENT;
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//can we build it?
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@ -634,24 +634,24 @@ std::set<BuildingID> CGameInfoCallback::getBuildingRequiments( const CGTownInsta
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{
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ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", std::set<BuildingID>());
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ERROR_RET_VAL_IF(!t->town->buildings.count(ID), "No such building!", std::set<BuildingID>());
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std::set<int> used;
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used.insert(ID);
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auto reqs = t->town->buildings.at(ID)->requirements;
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bool found;
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do
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std::set<int> used;
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used.insert(ID);
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auto reqs = t->town->buildings.at(ID)->requirements;
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bool found;
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do
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{
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found = false;
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for(auto i=reqs.begin();i!=reqs.end();i++)
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{
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if(used.find(*i)==used.end()) //we haven't added requirements for this building
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{
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found = true;
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auto & requires = t->town->buildings.at(*i)->requirements;
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used.insert(*i);
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for(auto & require : requires)
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if(used.find(*i)==used.end()) //we haven't added requirements for this building
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{
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found = true;
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auto & requires = t->town->buildings.at(*i)->requirements;
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used.insert(*i);
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for(auto & require : requires)
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reqs.insert(require);//creating full list of requirements
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}
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}
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