1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-27 22:49:25 +02:00

Apply formatting on changed files

This commit is contained in:
Ivan Savenko
2025-07-07 19:19:17 +03:00
parent 8721bdd728
commit 33431adb27
14 changed files with 203 additions and 179 deletions

View File

@@ -44,11 +44,11 @@ CArmedInstance::CArmedInstance(IGameInfoCallback *cb)
{
}
CArmedInstance::CArmedInstance(IGameInfoCallback *cb, BonusNodeType nodeType, bool isHypothetic):
CGObjectInstance(cb),
CBonusSystemNode(nodeType, isHypothetic),
nonEvilAlignmentMix(this, Selector::type()(BonusType::NONEVIL_ALIGNMENT_MIX)), // Take Angelic Alliance troop-mixing freedom of non-evil units into account.
battle(nullptr)
CArmedInstance::CArmedInstance(IGameInfoCallback * cb, BonusNodeType nodeType, bool isHypothetic)
: CGObjectInstance(cb)
, CBonusSystemNode(nodeType, isHypothetic)
, nonEvilAlignmentMix(this, Selector::type()(BonusType::NONEVIL_ALIGNMENT_MIX)) // Take Angelic Alliance troop-mixing freedom of non-evil units into account.
, battle(nullptr)
{
}
@@ -127,7 +127,6 @@ void CArmedInstance::updateMoraleBonusFromArmy()
}
else if(undeadModifier)
removeBonus(undeadModifier);
}
void CArmedInstance::armyChanged()

View File

@@ -13,8 +13,8 @@
#include "../CGObjectInstance.h"
#include "../../bonuses/CBonusSystemNode.h"
#include "../../bonuses/BonusCache.h"
#include "../../bonuses/CBonusSystemNode.h"
#include <vcmi/Entity.h>
@@ -42,8 +42,14 @@ public:
virtual void updateMoraleBonusFromArmy();
void armyChanged() override;
CArmedInstance * getArmy() final { return this; }
const CArmedInstance * getArmy() const final { return this; }
CArmedInstance * getArmy() final
{
return this;
}
const CArmedInstance * getArmy() const final
{
return this;
}
//////////////////////////////////////////////////////////////////////////
//IConstBonusProvider
@@ -66,7 +72,8 @@ public:
void serializeJsonOptions(JsonSerializeFormat & handler) override;
template <typename Handler> void serialize(Handler &h)
template<typename Handler>
void serialize(Handler & h)
{
h & static_cast<CGObjectInstance &>(*this);
h & static_cast<CBonusSystemNode &>(*this);

View File

@@ -17,7 +17,8 @@ VCMI_LIB_NAMESPACE_BEGIN
CCommanderInstance::CCommanderInstance(IGameInfoCallback * cb)
: CStackInstance(cb)
{}
{
}
CCommanderInstance::CCommanderInstance(IGameInfoCallback * cb, const CreatureID & id)
: CStackInstance(cb, BonusNodeType::COMMANDER, false)

View File

@@ -32,12 +32,16 @@ public:
bool canGainExperience() const override;
bool gainsLevel() const; //true if commander has lower level than should upon his experience
ui64 getPower() const override {return 0;};
ui64 getPower() const override
{
return 0;
};
int getExpRank() const override;
int getLevel() const override;
ArtBearer bearerType() const override; //from CArtifactSet
template <typename Handler> void serialize(Handler &h)
template<typename Handler>
void serialize(Handler & h)
{
h & static_cast<CStackInstance &>(*this);
h & alive;

View File

@@ -18,7 +18,6 @@
VCMI_LIB_NAMESPACE_BEGIN
bool CreatureSlotComparer::operator()(const TPairCreatureSlot & lhs, const TPairCreatureSlot & rhs)
{
return lhs.first->getAIValue() < rhs.first->getAIValue(); // Descendant order sorting
@@ -138,7 +137,6 @@ bool CCreatureSet::isCreatureBalanced(const CCreature * c, TQuantity ignoreAmoun
if(count == ignoreAmount || count < 1)
continue;
if(count > max)
max = count;
if(count < min)
@@ -450,7 +448,8 @@ CStackInstance * CCreatureSet::getStackPtr(const SlotID & slot) const
{
if(hasStackAtSlot(slot))
return stacks.find(slot)->second.get();
else return nullptr;
else
return nullptr;
}
void CCreatureSet::eraseStack(const SlotID & slot)
@@ -644,10 +643,7 @@ CCreatureSet & CCreatureSet::operator=(const CCreatureSet&cs)
return *this;
}
void CCreatureSet::armyChanged()
{
}
void CCreatureSet::armyChanged() {}
void CCreatureSet::serializeJson(JsonSerializeFormat & handler, const std::string & armyFieldName, const std::optional<int> fixedSize)
{
@@ -657,7 +653,6 @@ void CCreatureSet::serializeJson(JsonSerializeFormat & handler, const std::strin
handler.serializeEnum("formation", formation, NArmyFormation::names);
auto a = handler.enterArray(armyFieldName);
if(handler.saving)
{
size_t sz = 0;

View File

@@ -54,17 +54,23 @@ public:
const TSlots &Slots() const {return stacks;}
void addToSlot(const SlotID & slot, const CreatureID & cre, TQuantity count, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
void addToSlot(const SlotID & slot, std::unique_ptr<CStackInstance> stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
//Adds stack to slot. Slot must be empty or with same type creature
void addToSlot(const SlotID & slot, const CreatureID & cre, TQuantity count, bool allowMerging = true);
//Adds stack to slot. Slot must be empty or with same type creature
void addToSlot(const SlotID & slot, std::unique_ptr<CStackInstance> stack, bool allowMerging = true);
void clearSlots() override;
void setFormation(EArmyFormation tight);
virtual CArmedInstance * getArmy() { return nullptr; }
virtual const CArmedInstance * getArmy() const { return nullptr; }
//basic operations
void putStack(const SlotID & slot, std::unique_ptr<CStackInstance> stack); //adds new stack to the army, slot must be empty
void setStackCount(const SlotID & slot, TQuantity count); //stack must exist!
std::unique_ptr<CStackInstance> detachStack(const SlotID & slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
//adds new stack to the army, slot must be empty
void putStack(const SlotID & slot, std::unique_ptr<CStackInstance> stack);
//stack must exist!
void setStackCount(const SlotID & slot, TQuantity count);
//removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
std::unique_ptr<CStackInstance> detachStack(const SlotID & slot);
void setStackType(const SlotID & slot, const CreatureID & type);
/// Give specified amount of experience to all units in army
@@ -86,9 +92,14 @@ public:
/// Slot must be non-empty and contain more units that split quantity
std::unique_ptr<CStackInstance> splitStack(const SlotID & slot, TQuantity toSplit);
void changeStackCount(const SlotID & slot, TQuantity toAdd); //stack must exist!
bool setCreature (SlotID slot, CreatureID type, TQuantity quantity) override; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
void setToArmy(CSimpleArmy &src); //erases all our army and moves stacks from src to us; src MUST NOT be an armed object! WARNING: use it wisely. Or better do not use at all.
//stack must exist!
void changeStackCount(const SlotID & slot, TQuantity toAdd);
//replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
bool setCreature(SlotID slot, CreatureID type, TQuantity quantity) override;
//erases all our army and moves stacks from src to us; src MUST NOT be an armed object! WARNING: use it wisely. Or better do not use at all.
void setToArmy(CSimpleArmy & src);
const CStackInstance & getStack(const SlotID & slot) const; //stack must exist
CStackInstance * getStackPtr(const SlotID & slot) const; //if stack doesn't exist, returns nullptr
@@ -130,7 +141,8 @@ public:
/// require presence of any unit other than requested (or more units than requested)
bool hasUnits(const std::vector<CStackBasicDescriptor> & units, bool requireLastStack = true) const;
template <typename Handler> void serialize(Handler &h)
template<typename Handler>
void serialize(Handler & h)
{
h & stacks;
h & formation;

View File

@@ -44,8 +44,8 @@ public:
return !army.empty();
}
template <typename Handler> void serialize(Handler &h)
template<typename Handler>
void serialize(Handler & h)
{
h & army;
}

View File

@@ -19,14 +19,15 @@ VCMI_LIB_NAMESPACE_BEGIN
//This constructor should be placed here to avoid side effects
CStackBasicDescriptor::CStackBasicDescriptor() = default;
CStackBasicDescriptor::CStackBasicDescriptor(const CreatureID & id, TQuantity Count):
typeID(id),
count(Count)
CStackBasicDescriptor::CStackBasicDescriptor(const CreatureID & id, TQuantity Count)
: typeID(id)
, count(Count)
{
}
CStackBasicDescriptor::CStackBasicDescriptor(const CCreature * c, TQuantity Count)
: typeID(c ? c->getId() : CreatureID()), count(Count)
: typeID(c ? c->getId() : CreatureID())
, count(Count)
{
}

View File

@@ -41,7 +41,8 @@ public:
friend bool operator==(const CStackBasicDescriptor & l, const CStackBasicDescriptor & r);
template <typename Handler> void serialize(Handler &h)
template<typename Handler>
void serialize(Handler & h)
{
if(h.saving)
{

View File

@@ -25,7 +25,8 @@ VCMI_LIB_NAMESPACE_BEGIN
CStackInstance::CStackInstance(IGameInfoCallback * cb)
: CStackInstance(cb, BonusNodeType::STACK_INSTANCE, false)
{}
{
}
CStackInstance::CStackInstance(IGameInfoCallback * cb, BonusNodeType nodeType, bool isHypothetic)
: CBonusSystemNode(nodeType, isHypothetic)
@@ -35,7 +36,8 @@ CStackInstance::CStackInstance(IGameInfoCallback *cb, BonusNodeType nodeType, bo
, nativeTerrain(this, Selector::type()(BonusType::TERRAIN_NATIVE))
, initiative(this, Selector::type()(BonusType::STACKS_SPEED))
, totalExperience(0)
{}
{
}
CStackInstance::CStackInstance(IGameInfoCallback * cb, const CreatureID & id, TQuantity Count, bool isHypothetic)
: CStackInstance(cb, BonusNodeType::STACK_INSTANCE, false)

View File

@@ -15,8 +15,8 @@
#include "bonuses/BonusCache.h"
#include "bonuses/CBonusSystemNode.h"
#include "callback/GameCallbackHolder.h"
#include "mapObjects/CGObjectInstance.h"
#include "entities/artifact/CArtifactSet.h"
#include "mapObjects/CGObjectInstance.h"
VCMI_LIB_NAMESPACE_BEGIN
@@ -34,7 +34,10 @@ class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDe
CArmedInstance * armyInstance = nullptr; //stack must be part of some army, army must be part of some object
IGameInfoCallback * getCallback() const final { return cb; }
IGameInfoCallback * getCallback() const final
{
return cb;
}
TExpType totalExperience; //commander needs same amount of exp as hero
public:
@@ -54,7 +57,8 @@ public:
TExpType getAverageExperience() const;
virtual bool canGainExperience() const;
template <typename Handler> void serialize(Handler &h)
template<typename Handler>
void serialize(Handler & h)
{
h & static_cast<CBonusSystemNode &>(*this);
h & static_cast<CStackBasicDescriptor &>(*this);

View File

@@ -93,8 +93,6 @@ struct DLL_LINKAGE TerrainTile
for(const auto & ptr : objectPtrs)
blockingObjects.push_back(ptr->id);
}
}
};