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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-17 01:32:21 +02:00

Remove ConstTransitivePtr from hero and town instances

This commit is contained in:
Ivan Savenko
2025-03-09 21:51:33 +00:00
parent 62234fcf92
commit 417ea6451a
57 changed files with 436 additions and 390 deletions

View File

@ -32,7 +32,7 @@ const AIPath getShortestPath(const CGTownInstance * town, const std::vector<AIPa
{
auto shortestPath = *vstd::minElementByFun(paths, [town](const AIPath & path) -> float
{
if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
if(town->getGarrisonHero() && path.targetHero == town->getGarrisonHero())
return 1;
return path.movementCost();
@ -53,7 +53,7 @@ const CGHeroInstance * getNearestHero(const Nullkiller * ai, const CGTownInstanc
if(shortestPath.nodes.size() > 1
|| shortestPath.turn() != 0
|| shortestPath.targetHero->visitablePos().dist2dSQ(town->visitablePos()) > 4
|| (town->garrisonHero && shortestPath.targetHero == town->garrisonHero.get()))
|| (town->getGarrisonHero() && shortestPath.targetHero == town->getGarrisonHero()))
return nullptr;
return shortestPath.targetHero;
@ -64,7 +64,7 @@ bool needToRecruitHero(const Nullkiller * ai, const CGTownInstance * startupTown
if(!ai->heroManager->canRecruitHero(startupTown))
return false;
if(!startupTown->garrisonHero && !startupTown->visitingHero)
if(!startupTown->getGarrisonHero() && !startupTown->getVisitingHero())
return true;
int treasureSourcesCount = 0;
@ -122,8 +122,8 @@ Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * ai) const
{
startupTown = *vstd::maxElementByFun(towns, [ai](const CGTownInstance * town) -> float
{
if(town->garrisonHero)
return ai->heroManager->evaluateHero(town->garrisonHero.get());
if(town->getGarrisonHero())
return ai->heroManager->evaluateHero(town->getGarrisonHero());
auto closestHero = getNearestHero(ai, town);
@ -147,7 +147,7 @@ Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * ai) const
if(closestHero)
{
if(!startupTown->visitingHero)
if(!startupTown->getVisitingHero())
{
if(ai->armyManager->howManyReinforcementsCanGet(startupTown->getUpperArmy(), startupTown->getUpperArmy(), closestHero, TerrainId::NONE) > 200)
{
@ -163,12 +163,12 @@ Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * ai) const
}
else
{
auto visitingHero = startupTown->visitingHero.get();
auto visitingHero = startupTown->getVisitingHero();
auto visitingHeroScore = ai->heroManager->evaluateHero(visitingHero);
if(startupTown->garrisonHero)
if(startupTown->getGarrisonHero())
{
auto garrisonHero = startupTown->garrisonHero.get();
auto garrisonHero = startupTown->getGarrisonHero();
auto garrisonHeroScore = ai->heroManager->evaluateHero(garrisonHero);
if(visitingHeroScore > garrisonHeroScore
@ -187,7 +187,7 @@ Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * ai) const
else if(canRecruitHero)
{
auto canPickTownArmy = startupTown->stacksCount() == 0
|| ai->armyManager->howManyReinforcementsCanGet(startupTown->visitingHero, startupTown) > 0;
|| ai->armyManager->howManyReinforcementsCanGet(startupTown->getVisitingHero(), startupTown) > 0;
if(canPickTownArmy)
{
@ -197,16 +197,16 @@ Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * ai) const
}
}
if(tasks.empty() && canRecruitHero && !startupTown->visitingHero)
if(tasks.empty() && canRecruitHero && !startupTown->getVisitingHero())
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(startupTown)));
}
if(tasks.empty() && !startupTown->visitingHero)
if(tasks.empty() && !startupTown->getVisitingHero())
{
for(auto town : towns)
{
if(!town->visitingHero && needToRecruitHero(ai, town))
if(!town->getVisitingHero() && needToRecruitHero(ai, town))
{
tasks.push_back(Goals::sptr(Goals::RecruitHero(town)));
@ -219,10 +219,10 @@ Goals::TGoalVec StartupBehavior::decompose(const Nullkiller * ai) const
{
for(const CGTownInstance * town : towns)
{
if(town->garrisonHero
&& town->garrisonHero->movementPointsRemaining()
&& !town->visitingHero
&& ai->getHeroLockedReason(town->garrisonHero) != HeroLockedReason::DEFENCE)
if(town->getGarrisonHero()
&& town->getGarrisonHero()->movementPointsRemaining()
&& !town->getVisitingHero()
&& ai->getHeroLockedReason(town->getGarrisonHero()) != HeroLockedReason::DEFENCE)
{
tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(town, nullptr).setpriority(MIN_PRIORITY)));
}