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Fix for callback return. More code optimization

This commit is contained in:
SoundSSGood
2022-11-11 01:01:55 +02:00
parent 9647758812
commit 3142f32cbb
4 changed files with 17 additions and 18 deletions

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@ -181,11 +181,10 @@ bool CCallback::assembleArtifacts (const CGHeroInstance * hero, ArtifactPosition
return true; return true;
} }
bool CCallback::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) void CCallback::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap)
{ {
BulkExchangeArtifacts bma(srcHero, dstHero, swap); BulkExchangeArtifacts bma(srcHero, dstHero, swap);
sendRequest(&bma); sendRequest(&bma);
return true;
} }
bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID) bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)

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@ -97,7 +97,7 @@ public:
// Moves all artifacts from one hero to another // Moves all artifacts from one hero to another
virtual bool bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) = 0; virtual void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) = 0;
}; };
class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback
@ -155,7 +155,7 @@ public:
bool dismissHero(const CGHeroInstance * hero) override; bool dismissHero(const CGHeroInstance * hero) override;
bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override; bool swapArtifacts(const ArtifactLocation &l1, const ArtifactLocation &l2) override;
bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override; bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo) override;
bool bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) override; void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) override;
bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override; bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override; void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1) override;
bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override; bool dismissCreature(const CArmedInstance *obj, SlotID stackPos) override;

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@ -3956,37 +3956,37 @@ bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID
giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
} }
}; };
auto moveArtsInBackpack = [](const CGHeroInstance * pHero,
std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
{
for(auto & slotInfo : pHero->artifactsInBackpack)
{
auto slot = pHero->getArtPos(slotInfo.artifact);
slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
}
};
// Move over artifacts that are worn srcHero -> dstHero // Move over artifacts that are worn srcHero -> dstHero
moveArtsWorn(psrcHero, pdstHero, slotsSrcDst); moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
// Move over artifacts that are worn dstHero -> srcHero // Move over artifacts that are worn dstHero -> srcHero
moveArtsWorn(pdstHero, psrcHero, slotsDstSrc); moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
// Move over artifacts that are in backpack srcHero -> dstHero // Move over artifacts that are in backpack srcHero -> dstHero
for(auto & slotInfo : psrcHero->artifactsInBackpack) moveArtsInBackpack(psrcHero, slotsSrcDst);
{
auto slot = psrcHero->getArtPos(slotInfo.artifact);
slotsSrcDst.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
}
// Move over artifacts that are in backpack dstHero -> srcHero // Move over artifacts that are in backpack dstHero -> srcHero
for(auto & slotInfo : pdstHero->artifactsInBackpack) moveArtsInBackpack(pdstHero, slotsDstSrc);
{
auto slot = pdstHero->getArtPos(slotInfo.artifact);
slotsDstSrc.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
}
} }
else else
{ {
auto & slots = ma.artsPack0;
// Temporary fitting set for artifacts. Used to select available slots before sending data. // Temporary fitting set for artifacts. Used to select available slots before sending data.
CArtifactFittingSet ArtFittingSet(pdstHero->bearerType()); CArtifactFittingSet ArtFittingSet(pdstHero->bearerType());
ArtFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack; ArtFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
ArtFittingSet.artifactsWorn = pdstHero->artifactsWorn; ArtFittingSet.artifactsWorn = pdstHero->artifactsWorn;
auto moveArtifact = [this, &ArtFittingSet, &slots](const CArtifactInstance * artifact, auto moveArtifact = [this, &ArtFittingSet, &slotsSrcDst](const CArtifactInstance * artifact,
ArtifactPosition srcSlot, const CGHeroInstance * pdstHero) -> void ArtifactPosition srcSlot, const CGHeroInstance * pdstHero) -> void
{ {
auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &ArtFittingSet, pdstHero->bearerType()); auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &ArtFittingSet, pdstHero->bearerType());
ArtFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact)); ArtFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot)); slotsSrcDst.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot)) if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->id, dstSlot))
giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK); giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);