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refectoring: remove statsHLP
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@@ -1538,62 +1538,6 @@ bool CGameState::checkForStandardLoss(const PlayerColor & player) const
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return pState.checkVanquished();
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}
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struct statsHLP
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{
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using TStat = std::pair<PlayerColor, si64>;
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//converts [<player's color, value>] to vec[place] -> platers
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static std::vector< std::vector< PlayerColor > > getRank( std::vector<TStat> stats )
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{
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std::sort(stats.begin(), stats.end(), statsHLP());
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//put first element
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std::vector< std::vector<PlayerColor> > ret;
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std::vector<PlayerColor> tmp;
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tmp.push_back( stats[0].first );
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ret.push_back( tmp );
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//the rest of elements
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for(int g=1; g<stats.size(); ++g)
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{
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if(stats[g].second == stats[g-1].second)
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{
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(ret.end()-1)->push_back( stats[g].first );
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}
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else
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{
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//create next occupied rank
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std::vector<PlayerColor> tmp;
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tmp.push_back(stats[g].first);
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ret.push_back(tmp);
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}
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}
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return ret;
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}
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bool operator()(const TStat & a, const TStat & b) const
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{
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return a.second > b.second;
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}
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static const CGHeroInstance * findBestHero(CGameState * gs, const PlayerColor & color)
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{
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std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;
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if(h.empty())
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return nullptr;
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//best hero will be that with highest exp
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int best = 0;
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for(int b=1; b<h.size(); ++b)
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{
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if(h[b]->exp > h[best]->exp)
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{
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best = b;
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}
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}
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return h[best];
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}
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};
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void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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{
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auto playerInactive = [&](const PlayerColor & color)
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@@ -1613,7 +1557,7 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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stat.second = VAL_GETTER; \
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stats.push_back(stat); \
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} \
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tgi.FIELD = statsHLP::getRank(stats); \
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tgi.FIELD = Statistic::getRank(stats); \
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}
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for(auto & elem : players)
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@@ -1635,7 +1579,7 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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{
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if(playerInactive(player.second.color))
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continue;
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const CGHeroInstance * best = statsHLP::findBestHero(this, player.second.color);
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const CGHeroInstance * best = Statistic::findBestHero(this, player.second.color);
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InfoAboutHero iah;
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iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC);
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iah.army.clear();
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