mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-23 22:37:55 +02:00
Prefer to pass CGameState as reference instead of pointer
This commit is contained in:
@@ -93,13 +93,13 @@ void TurnTimerHandler::update(int waitTimeMs)
|
||||
return;
|
||||
|
||||
for(PlayerColor player(0); player < PlayerColor::PLAYER_LIMIT; ++player)
|
||||
if(gameHandler.gameState()->isPlayerMakingTurn(player))
|
||||
if(gameHandler.gameState().isPlayerMakingTurn(player))
|
||||
onPlayerMakingTurn(player, waitTimeMs);
|
||||
|
||||
// create copy for iterations - battle might end during onBattleLoop call
|
||||
std::vector<BattleID> ongoingBattles;
|
||||
|
||||
for (auto & battle : gameHandler.gameState()->currentBattles)
|
||||
for (auto & battle : gameHandler.gameState().currentBattles)
|
||||
ongoingBattles.push_back(battle->battleID);
|
||||
|
||||
for (auto & battleID : ongoingBattles)
|
||||
@@ -123,9 +123,8 @@ bool TurnTimerHandler::timerCountDown(int & timer, int initialTimer, PlayerColor
|
||||
|
||||
void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
|
||||
{
|
||||
const auto * gs = gameHandler.gameState();
|
||||
const auto * si = gameHandler.getStartInfo();
|
||||
if(!si || !gs || !si->turnTimerInfo.isEnabled())
|
||||
if(!si || !si->turnTimerInfo.isEnabled())
|
||||
return;
|
||||
|
||||
auto & timer = timers[player];
|
||||
@@ -149,9 +148,9 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
|
||||
|
||||
bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
|
||||
{
|
||||
const auto * gs = gameHandler.gameState();
|
||||
auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
|
||||
auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
|
||||
const auto & gs = gameHandler.gameState();
|
||||
auto attacker = gs.getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
|
||||
auto defender = gs.getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
|
||||
if(attacker.isValidPlayer() && defender.isValidPlayer())
|
||||
{
|
||||
const auto * attackerState = gameHandler.getPlayerState(attacker);
|
||||
@@ -164,13 +163,13 @@ bool TurnTimerHandler::isPvpBattle(const BattleID & battleID) const
|
||||
|
||||
void TurnTimerHandler::onBattleStart(const BattleID & battleID)
|
||||
{
|
||||
const auto * gs = gameHandler.gameState();
|
||||
const auto & gs = gameHandler.gameState();
|
||||
const auto * si = gameHandler.getStartInfo();
|
||||
if(!si || !gs)
|
||||
if(!si)
|
||||
return;
|
||||
|
||||
auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
|
||||
auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
|
||||
auto attacker = gs.getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
|
||||
auto defender = gs.getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
|
||||
|
||||
bool pvpBattle = isPvpBattle(battleID);
|
||||
|
||||
@@ -191,9 +190,9 @@ void TurnTimerHandler::onBattleStart(const BattleID & battleID)
|
||||
|
||||
void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
|
||||
{
|
||||
const auto * gs = gameHandler.gameState();
|
||||
const auto & gs = gameHandler.gameState();
|
||||
const auto * si = gameHandler.getStartInfo();
|
||||
if(!si || !gs)
|
||||
if(!si)
|
||||
{
|
||||
assert(0);
|
||||
return;
|
||||
@@ -202,8 +201,8 @@ void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
|
||||
if (!si->turnTimerInfo.isBattleEnabled())
|
||||
return;
|
||||
|
||||
auto attacker = gs->getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
|
||||
auto defender = gs->getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
|
||||
auto attacker = gs.getBattle(battleID)->getSidePlayer(BattleSide::ATTACKER);
|
||||
auto defender = gs.getBattle(battleID)->getSidePlayer(BattleSide::DEFENDER);
|
||||
|
||||
for(auto i : {attacker, defender})
|
||||
{
|
||||
@@ -219,9 +218,9 @@ void TurnTimerHandler::onBattleEnd(const BattleID & battleID)
|
||||
|
||||
void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack & stack)
|
||||
{
|
||||
const auto * gs = gameHandler.gameState();
|
||||
const auto & gs = gameHandler.gameState();
|
||||
const auto * si = gameHandler.getStartInfo();
|
||||
if(!si || !gs || !gs->getBattle(battleID))
|
||||
if(!si || !gs.getBattle(battleID))
|
||||
{
|
||||
assert(0);
|
||||
return;
|
||||
@@ -245,9 +244,9 @@ void TurnTimerHandler::onBattleNextStack(const BattleID & battleID, const CStack
|
||||
|
||||
void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
|
||||
{
|
||||
const auto * gs = gameHandler.gameState();
|
||||
const auto & gs = gameHandler.gameState();
|
||||
const auto * si = gameHandler.getStartInfo();
|
||||
if(!si || !gs)
|
||||
if(!si)
|
||||
{
|
||||
assert(0);
|
||||
return;
|
||||
@@ -258,19 +257,19 @@ void TurnTimerHandler::onBattleLoop(const BattleID & battleID, int waitTime)
|
||||
|
||||
BattleSide side = BattleSide::NONE;
|
||||
const CStack * stack = nullptr;
|
||||
bool isTactisPhase = gs->getBattle(battleID)->battleTacticDist() > 0;
|
||||
bool isTactisPhase = gs.getBattle(battleID)->battleTacticDist() > 0;
|
||||
|
||||
if(isTactisPhase)
|
||||
side = gs->getBattle(battleID)->battleGetTacticsSide();
|
||||
side = gs.getBattle(battleID)->battleGetTacticsSide();
|
||||
else
|
||||
{
|
||||
stack = gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->getActiveStackID());
|
||||
stack = gs.getBattle(battleID)->battleGetStackByID(gs.getBattle(battleID)->getActiveStackID());
|
||||
if(!stack || !stack->getOwner().isValidPlayer())
|
||||
return;
|
||||
side = stack->unitSide();
|
||||
}
|
||||
|
||||
auto player = gs->getBattle(battleID)->getSidePlayer(side);
|
||||
auto player = gs.getBattle(battleID)->getSidePlayer(side);
|
||||
if(!player.isValidPlayer())
|
||||
return;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user